
StickyBots
Wall-climbing, class-swapping, bunny-hopping chaos that nails the movement feel but shipped into Early Access in 2018 and never left. Buy with eyes wide open.
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About StickyBots
I respect what StickyBots is trying to do, because the movement bones here are genuinely interesting. You stick to any compatible surface, which means ceiling fights, wall angles, and full three-dimensional flanking are all on the table in a 2D-ish platformer. Bunny hops, rocket jumps, double jumps off ceilings into wall-grabs: the traversal system has the kind of kinetic DNA you'd expect from something that openly lists Quake, Teeworlds, and Soldat as reference points. If you came up on those games, that lineage will land for you. The hook that separates StickyBots from a standard arena shooter is mid-fight class swapping. There are six robot classes to choose between, and you can cycle through them on the fly rather than locking in at spawn. One class can teleport through walls, another leaves fire trails on surfaces. In theory this is a smart decision space: read the engagement, pick the tool, keep moving. The flying-fist mechanic, which lets you punch out a projectile fist to grab enemies, push them, or snag objectives mid-air, is the kind of weird specific detail that distinguishes a passion project from a throwaway clone. These ideas work, at least in isolation. Here is where I have to be straight with you though. StickyBots entered Early Access in November 2018 and the last developer update was over seven years ago. The multiplayer component depends entirely on other players actually being online, and the community numbers are basically non-existent at this point. The competitive online side, which is where a game like this should live and breathe, is functionally dead. The single-player mode offers around 37 challenges covering two worlds, which clocks in at roughly an hour of content. That is not a typo. One hour. The campaign works more as a movement tutorial and solo stress test than a standalone product. Combat pacing drew criticism even at launch, with the smooth movement system occasionally grinding to a halt when encounters forced you into defensive holding patterns rather than letting you keep the speed up. On the technical side, macOS support is broken on anything running Catalina or above, controller support has had reported issues with X-input recognition, and there is no indication further patches are coming. The game was built in Unreal Engine 4, which at least means the baseline performance is reasonable if you can get it running, but you are flying without a safety net here. From a shooter-fan perspective: no ranked ladder to speak of, no active matchmaking population, no post-launch balance passes on the six classes. The TTK and weapon feel in the single-player sections are acceptable, but I cannot tell you what the netcode feels like in a real match because finding one in 2025 is more or less impossible. If you have a small group of friends who will commit to a LAN session or a private server, the fundamentals underneath are worth an evening. The surface-climbing movement system is genuinely fun to master, and the class-swap mechanic has more depth than it first appears. Outside that very specific scenario, you are buying a curiosity: a game with a smart core concept that ran out of development runway before the multiplayer population could build. Go in knowing exactly what it is. Fred, Scout Team
Tags
System Requirements
Minimum
- OS
- Windows 10 64-bit
- Memory
- 1 GB RAM
- DirectX
- Version 10
- Network
- Broadband Internet connection
- Storage
- 1 GB available space
- Graphics
- Intel HD Graphics 4400
- Processor
- Intel Core i5 @ 1.90GHz
Recommended
- OS
- Windows 10 64-bit
- Memory
- 1 GB RAM
- DirectX
- Version 10
- Storage
- 1 GB available space
- Graphics
- Geforce GTX 275
- Processor
- Intel Core i5 @ 2.00GHz
Reviews & Ratings
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Game Info
- Developer
- Potion Games
- Publisher
- Potion Games
- Release Date
- Nov 21, 2018