About Stickman Run

Stickman Run is a one-button platformer from developer Shima, built around a stickman that never stops moving. The run is automatic — your only real decision is when to jump — and getting that timing right is what turns a two-second attempt into a much longer one.

The course throws gaps, obstacles, and enemies that shoot at you into your path, and clearing the trickier sections leans on physics-driven stunts like wall jumps as much as it does clean timing. Coins picked up along the way don't change how the run plays, but they bank toward unlocking new skins for your stickman.

Controls

Press Space, the Up Arrow, or the left mouse button to jump. On a phone or tablet, tap anywhere on the screen instead. There's only one input in the whole game — every obstacle gets solved with the same jump.

Tips

  • Jump a beat later than instinct suggests — momentum carries the stickman further than it looks, and early jumps are the more common way to clip an obstacle.
  • Wall jumps come off real physics, not a fixed animation, so line up your approach to the wall rather than mashing the jump button against it.
  • Treat enemies that shoot as a timing problem, not something to dodge sideways — jumping is the only tool you have.

It's built for short, replayable runs rather than a long session: one input, an instant restart, and a good reason to try again right after you clip something.

Stickman Run FAQ

How do you play Stickman Run?
Your stickman runs automatically, so the only thing you control is the jump. Press Space, the Up Arrow, or the left mouse button (or tap the screen on mobile) to jump over gaps, obstacles, and enemies as they come.
Is Stickman Run playable on mobile?
Yes. The same single-jump control works as a tap on phones and tablets, with no extra buttons needed.
What are the coins for?
Coins collected during a run don't affect that run itself, but they add up toward unlocking new skins for your stickman.
How do wall jumps work?
Wall jumps run on the game's physics rather than a scripted animation, so how you approach a wall changes how the jump off it plays out — timing the run-up matters as much as timing the jump itself.

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