Stickman Run
Stickman Run is a one-tap endless runner through a black-and-white tunnel: tap to jump the spikes, double-tap to fire a rope at the ceiling and swing over the walls too tall to jump, and see how far you get before something black touches you.
Stickman Run drops a running stick figure into a tunnel with a floor, a ceiling and no exit. The tunnel is generated as you run, so nobody has memorised it and there is no end to reach — the only question is how far you get. Spikes grow out of the floor, blocks squat in your path, blades hang from the ceiling, and the floor occasionally just stops. Everything that can kill you is drawn in solid black on white, so there is never a moment where you die and cannot say why.
The whole game is one button. A tap jumps. A tap while you are pinned against a steep climb kicks you off the wall and up. And a double-tap fires a rope diagonally into the ceiling — it snaps onto the marked rings when there is one in front of you, winches you up, and throws you forward when you let go. That rope is not decoration: the tall walls are deliberately taller than your jump, so the only way past them is to hook the ceiling and fly. If you have played Stickman Hook and liked the swing, this is that feeling wired into a runner.
The tunnel does not stay flat. It climbs, it plunges, it pinches down so low you cannot jump without cracking your head, and it opens into holes you have to clear at whatever speed you happen to be doing. Because you get faster the further you go, a gap that was a comfortable hop at three hundred metres is a committed leap at a thousand. Road signs slide in from the right ahead of every hazard — a climb, a drop, a hole, spikes overhead, a wall that needs the rope — so you always get a moment of warning before the thing itself is on screen.
Pink gems sit along the route, sometimes in a line, sometimes arced over a hole so that grabbing them costs you a riskier jump. They are the one thing you keep. Gems bank across every run, and when you die you can spend five hundred of them to get back up where you fell, with the ground around you cleared and a couple of seconds of grace. The second resurrect in a run costs a thousand, the third fifteen hundred — so a long run becomes a question of how much of your savings that extra hundred metres is worth.
Every run is built from a seed, and the seed is in the URL. That means a run is repeatable: paste a friend the link and they get exactly your tunnel, the same spikes in the same places, and you can argue about who read it better. Put a name in and your best distance goes on the board with everyone else's. It runs free in the browser on desktop, phone and tablet, with nothing to install and nothing to sign up for.
How to play Stickman Run
One button, two gestures. The hard part is deciding which one, and when:
- Tap anywhere (or press Space) to jump. Time it so you are over the spikes, not landing on them.
- Double-tap to fire the rope at the ceiling. It grabs the marked rings, winches you up, and slings you forward when you release.
- Tap again while roped to let go early — the longer you hold, the higher and further you go.
- Against a steep climb, tap repeatedly to kick off the wall and work your way up.
- Watch the signs sliding in from the right: they name the next hazard before you can see it.
- Grab the pink gems. They bank between runs and buy you a resurrect when it goes wrong.
Tips for Stickman Run
- The tall walls cannot be jumped. If you see the rope sign, start your double-tap early — the hook needs a moment to haul you up.
- Do not jump under ceiling spikes. The sign with the downward blades means stay on the floor and run through.
- Jump holes as late as you dare. Leaving the lip at the last instant buys you the whole arc.
- On a steep climb, tap in a rhythm rather than mashing — each kick needs your feet back on the wall to count.
- Gems arced over a hole are bait. Take them when your speed is low; skip them at full pelt.
- Bank gems before you get greedy. Five hundred is one resurrect, and a resurrect deep in a run is worth far more than the gems you skipped.
- The seed is in the address bar. Found a tunnel you like? Copy the link and grind that exact run.
Who made Stickman Run?
Stickman Run was built for crokocat in 2026: a dependency-free endless runner in a single HTML file, with a seeded tunnel generator, inverse-kinematics animation so the runner's feet actually plant on the ground, and a grappling rope that winches instead of merely swinging.
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About this game
- Controls
- One button does everything. Tap (or Space) to jump, and to kick off a wall when you are pressed against a climb. Double-tap to fire a rope at the ceiling — it hooks the marked rings automatically and hauls you up and over. Tap again while swinging to let go. Shift or the down arrow fires the rope directly on a keyboard.
- Supported devices
- desktop, phone, tablet
- Developer
- crokocat
- Genre
- Arcade
- Release date
- August 2026
- Latest update
- August 2026
Related categories
Frequently asked questions
Is Stickman Run free to play?
Yes. It runs free in your browser on crokocat with no download, no install and no sign-up — open it and tap to start.
How do I use the rope?
Double-tap (or press Shift). The rope fires diagonally forward into the ceiling and locks onto the marked rings when one is ahead of you. It winches you up and flings you forward when you release, which is the only way past the tall walls — they are built taller than your jump on purpose.
Is this like Stickman Hook?
It shares the grappling-rope swing that made Stickman Hook popular, but the frame is different: this is an endless runner, so the rope is one tool among jumping and wall-kicking rather than the whole game. If you came from Stickman Hook or from Geometry Dash-style obstacle runs, both halves will feel familiar.
What are the pink gems for?
They bank across runs and stay in your browser. When you die you can spend 500 of them to resurrect where you fell, with the hazards around you cleared and a moment of invulnerability. The second resurrect in the same run costs 1000, the third 1500, and so on.
Does the game ever end?
No. The tunnel is generated as you run and never stops. It does get faster and denser with distance, so every run ends the same way — you eventually touch something black.
What is the seed in the address bar?
Every run is generated from one number, and that number goes in the URL. Send someone the link and they get the identical tunnel — same spikes, same holes, same walls — so you can compare runs fairly. Type your own seed in the menu to replay a run you liked.
Does it work on a phone?
Yes. Tap to jump and double-tap for the rope works exactly the same on a touchscreen as it does with a keyboard, and the tunnel scales to the screen.