The good stuff

  • Inventive one‑button attack deck that yields distinct, sometimes delightful builds
  • Sharp, consistent corporate satire and frequent laugh moments
  • Multiple modes that change the rules and keep runs feeling fresh

The rage fuel

  • Frequent softlocks, teleports into geometry and run‑ending bugs
  • Multiplayer/progression technical issues (elevator/Remote Play problems)
  • Some required modes (notably cage fights) feel mandatory and unrewarding
01

Why the combat clicks (most of the time)

The heart of Stick It to the Stickman is a simple-but-smart trick: a single attack button draws from a small ordered pool of moves you collect and upgrade during a run. When that deck lines up, you get satisfying, physics‑forward moments — launch an enemy with a well‑timed special, watch ragdoll send them through an office window, and feel like you earned it. Several reviewers explicitly praise that loop and the variety of characters and move designs that let runs diverge (see 238883707 and 238421466).

That system is why the game survives its rough edges. The move upgrades have an actual payoff: many abilities feel dramatically better at higher tiers, and creating a themed run — full of ranged shots or high‑knockback stances — is gratifying. This is a game that rewards experimentation, and the visual comedy of the physics sells every risk.

02

Where it repeatedly breaks: softlocks and lost runs

This is the review you read if you fear technical interruptions. Multiple players report being stuck in floors, teleported off‑map, or killed and then unable to collect rewards because the run never properly ends. Those are not isolated one‑offs — they recur in many reports and turn the short‑run loop into a gamble against bugs (see 237354970, 238072876 and 236918909).

It’s particularly brutal when a long fight ends and the win screen never shows up, or when a teleport/unstuck attempt shoves your character further off stage. One reviewer described having to alt+F4 when HP hit -1 and money stopped counting — the sort of failure that makes a run feel stolen rather than lost.

03

Multiplayer and progression: elevator pride, elevator problems

Co‑op and split‑screen are delightful when they work: the chaos is funnier, and sharing a run elevates the silliness. But some multiplayer edge‑cases are straight up progression blockers: playing over Steam Remote Play can break elevator progression if a player dies, leaving groups unable to continue without a restart — a very specific, very practical pain point.

Small technical issues pile up into big user pain. Several reviewers note multiplayer crashes, performance dips and the elevator bug: the game’s social moments are often the places where bugs are most punishing. If you plan to play co‑op, be prepared for troubleshooting or occasional lost sessions.

04

Modes and gating: variety… with required sour helpings

The game boasts a buffet of modes: finance tower runs, speed‑focused fulfillment runs, the neurolink segments, delivery/airport levels and the cage fight autobattler. That breadth is a plus — many reviewers praise the varied gameplay and the way modes change your approach to the move deck (see 238883707 and 237162963).

But not all unlocks are equally enjoyable. A recurring complaint is that progression requires playing the cage fight or other modes players find repetitive or unengaging — and when a required mode is also poorly balanced or buggy, it becomes an artificial bottleneck. One reviewer called cagefight “one of the worst things ever” and said it’s required for progression, which sours the experience for some players.

Insider joke: yes, the cage fight can feel like the company’s mandatory team‑bonding exercise — the one everyone pretends to enjoy while plotting how to avoid next fiscal year’s attendance spreadsheet. (Reference: 237377037)

05

Performance and platform quirks — Steam Deck and framerate headaches

Reports on performance are mixed but concerning: many users note stutter, crashes and very low framerates in hectic scenes. Some players worked around the issue by capping FPS or moving to exclusive fullscreen, but that’s not a realistic expectation for all buyers. The game can chew CPU/GPU in ways reviewers did not expect for a 2D stick‑figure brawler.

Steam Deck owners are also hit unevenly: the ‘verified’ tag feels generous to some players who still see unstable frames or text that’s hard to read. If you intend to play on portable hardware, treat current reports as a warning to wait for optimization work unless you don’t mind fiddling with settings.

06

Small pleasures and infuriatingly human details

There are concrete, delightful touches reviewers loved: one player explicitly notes being able to play the whole game left‑handed on keyboard — WASD + a couple of keys — so they could literally sip a drink or scratch an itch with the other hand while still playing. That kind of accessibility/pacing detail speaks to how approachable the combat can be when it’s behaving.

At the same time, the founder/CEO sequences and corporate satire land for many people; the humour rewards attention to detail and the world design has moments reviewers remembered fondly. Insider joke: if the game’s unstuck button sometimes shoves you offstage, call it the HR policy — it’ll “improve morale” by making you leave the floor forever (references: 237354970, 238072876).

THE HONEST VERDICT

Worth your time?

If you love anarchic physics, absurdly specific move upgrades and satirical bite, this is worth buying on sale or after a few patches. The core combat loop and the variety of modes are genuinely fun, and the writing lands frequently. But 1.0 leaves the experience brittle: softlocks, crashes, elevator and multiplayer progression bugs, and some boss/mode balance issues actively throttle enjoyment. Play it if you accept occasional run‑ending tech interruptions and the occasional forced cage‑fight grind; wait if you need a polished, stable roguelite from day one. The devs have proven they can build brilliant bits — now they need to fix the glue that holds them together.