O hře Stick Wars: The Laneborn
A real-time 2D strategy game fought across three lanes, TOP, MID, and BOT, where you win with decisions, not frantic clicking.
Minions, towers, and enemy waves push on their own. You choose where the gold goes, which lane to break, and when to commit. Destroy the enemy base to win. Lose yours, and it’s over.
You can’t buy everything. Upgrade towers to hold a lane, or upgrade your base for more HP, faster gold, and quicker spawns. Deploy Soldiers, Archers, and Commanders where they matter, watching costs and cooldowns. Catapults hit structures only push them forward before the enemy plugs the gap. Often the match is decided before the armies even clash.
Allied champions
The campaign hands you new tools as you climb. The Warlock summons Wraiths, gathers fallen ghosts, and turns them into Skeleton Warriors and Archers. From level 2, the Minotaur brings melee fury, a retreat, and abilities that scale. From level 3, the Hero Archer delivers ranged DPS and smart kiting. Champions level up, earn XP, and unlock skills in battle with respawns, cooldowns, and gold costs that punish poor timing. Later stages unlock more of the roster: up to five allied champions in a match, chosen by you.
Enemy bosses
Each campaign level raises the stakes. The enemy Minotaur presses melee with Bloodlust, Maze Master, Sharpened Horns, and area Fury. From level 2, the Hero Archer answers at range with heavy arrows, regeneration, and multi-shot. From level 3, the Paladin tanks with Aura and Final Verdict. They switch lanes, level up, and grow more dangerous as the fight stretches on.
Campaign and progression
Five campaign levels, each with its own waves, compositions, and a soundtrack that moves from opening to clash to climax. Saves with profiles, unlocked stages, and lasting progression. An in-game tutorial with animated cards for every unit, structure, and ability. Interface available in Italian, English, and more.
Lane-push strategy in a MOBA spirit, drawn as hyper-stylized stickmen. Three lanes, economy, upgrades, siege units, up to five allied champions, and a gallery of enemy bosses with AI and progressive abilities. Single-player versus AI, with camera pan, zoom, and a minimap.
This is an early build: the current campaign covers the first three of ten planned levels. Feedback on balance, UI clarity, and how the game feels to play is welcome it helps shape the full release.