Stickman Hook Levels, Controls and Skins: What the Game Does Not Tell You
Published · 3 min read
Stickman Hook explains itself in one screen: hold to grab, release to let go. Everything else — how far the levels go, which keys work, how the skins unlock — you find out by playing. Here it is in one place, taken from the game itself.
How many levels are there?
The honest answer is that there is no last level. The game is built in three layers. First come a handful of hand-made levels that teach the swing: one hook, then two, then the first bounce pad. After those come thirty set levels, each put together from a start section, a middle section and a finish section chosen by the designers. Once you are past those, the game keeps assembling new levels at random from the same pool of sections — there are a few dozen of each — so every level after that point is a fresh combination.
That is also why the menu says Level 3 / 5, then Level 7 / 10, then Level 12 / 15. The second number is not the end of the game; it is simply the next multiple of five, a small target that moves as you reach it.
The controls, all of them
- Left mouse button, Space or a touch — hold to fire the rope at the highlighted hook, release to let go.
- R — restart the level at once. Faster than waiting for a failed swing to fall off the screen.
- Esc — pause and resume. The pause button in the top-left corner does the same.
- Space on the menu — starts the next level, and equips a skin when the unlock popup is showing.
The hook you grab is always the one with the dashed ring around it: the nearest hook to the stickman at that moment. You cannot aim. What you control is when you press, and therefore how far away the hook is and how long the rope will be.
What ends a try
Only two things: dropping below the bottom of the screen, or drifting back off its left edge while falling. Either one puts the stickman back at the spawn point and adds one to the attempt counter. There are no lives and no clock, so a hard level costs you nothing but patience.
Which level unlocks which skin
Ten skins come from finishing levels. You start as the Classic red stickman, then unlock the Plant at level 5, the Mummy at 10, the Angel at 20, Evil at 30, Rainbow at 50, Thug at 75, King at 100 and SuperStick at 150. The shop has another eleven — Dragon, Burger, Cactus, Corgi, Unicorn, Banana, Ninja, Robot, Tiki, Hot Dog and Lemon Man — plus the seasonal rows: eight Halloween costumes and six Christmas ones.
The Halloween edition on this site has its Halloween row switched on, so the pumpkin, skull, spider, vampire, witch, wolf, zombie and alien are available there. Both versions keep your progress in the same browser storage, so the level you reach in one carries over to the other.
Where your progress lives
Your current level, the skin you are wearing and the list of unlocked skins are saved in your browser. They survive closing the tab. They do not survive clearing site data, an incognito window or moving to another Chromebook — in those cases the game starts again at level 1, with the Classic stickman.
More from the blog
- How to Swing Farther in Stickman Hook: Release Timing, Long Ropes and Bounce Pads
The three things that decide every Stickman Hook level: when you let go, how long the rope is when it catches, and how to use the white pads instead of fighting them.