Stick & Swing
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.

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