Releasev2.1
Stick & Swing
Three blades. Two pages. Your adventure.
The Adventure Update takes Line beyond the first page. Pick a weapon, choose where to fight and where to recover, spend your ink with Nib, and face the Ink Queen.
Choose how you fight
- Scrapsteel keeps a balanced three-hit combo, with gifts for faster swings and stronger perfect-block counters.
- Pagebreaker trades speed for reach and impact. Its third strike breaks Warder shields; its signature gifts add a forward shockwave and a stronger finishing blow.
- Emberbrand attacks quickly at close range and sets enemies alight. Develop longer burns or explosions when burning enemies fall.
- Fourteen gifts: eight shared upgrades and two unique gifts for each weapon. Choices only offer gifts your weapon can use.
A bigger journey
- Eight stops across two chapters, with four forks that always move you forward. Choose regular or harder battles, then decide between Nib’s shop and free recovery.
- Multi-wave fights, five arena layouts, cover, and floor ink that warns before it becomes dangerous. Harder routes earn more ink.
- One currency: ink. Shop prices, health refills, and immediate effects are visible before buying. Each item can be bought once at that stop.
- Short story moments with Line, the Margin, Nib, and the Ink Queen connect the journey.
Learn the new enemies
- Warders block blade hits from the front. Circle them, parry their slow swing, or break through with Pagebreaker’s third strike.
- Blotters mark your location before dropping an ink pool. Leave the circle before it fills; floor ink cannot be blocked.
- The Scribbled Brute guards the first page. The Ink Queen waits on the second, with quill fans, marked pools, radial volleys, and a second phase.
A clearer fight, safer checkpoints
- Guard now interrupts a swing immediately, including while holding Swing on touch. Touch guard aims toward nearby incoming shots, and Dash shows its recharge on the button.
- Damage feedback names what hit you. A defeat explains whether an attack passed your guard, broke it, or came from unguardable floor ink.
- Inspect your weapon and gifts during a pause or between encounters. The end-of-run summary includes combat time, enemies cleared, perfect blocks, retries, ink earned, and damage taken.
- Route decisions, story stops, unchosen gifts, recovery stops, shop stock, and purchases save immediately. Combat resumes at the encounter entrance; retries restore that entrance without duplicating ink or gifts.
Returning from 2.0
The Adventure uses a new checkpoint format, so unfinished 2.0 runs begin a fresh adventure. Your settings, completed tutorial, and First Page clear records are kept. Adventure records are tracked separately. Saves remain on this browser and device.