Desktop Controls
The site framework maps mouse input to the same actions: click the menu buttons, hold the mouse button anywhere to attach the rope to a nearby hook, and release it to let go and fly forward.
Continue playing
Game guide
Stickman Hook is a one-button pendulum swinger. A red stickman launches into a course of hooks and striped beams, and your only job is timing: press and hold to throw a rope onto a nearby anchor, ride the swing through its arc, then let go to fly forward on the momentum. A bar at the top tracks progress from the current level toward the next, and a missed hook drops the stickman out of the course, ending the attempt within seconds. Between runs, a wardrobe shelf of cartoon skins gives the retries something to collect.
Actual gameplay


Objective and input
Tap PLAY on the home screen to start level 1; the stickman launches on its own. Press and hold anywhere and, once a hook anchor comes into range, the rope catches it and the stickman swings in an arc. Release to let go and fly forward, then hold again to catch the next anchor. Chain hooks to keep moving - a fall ends the attempt and you retry the level right away. Fill the course progress bar to move from level 1 toward level 2. From the home screen, tap the wardrobe button beside PLAY to browse the skin shelf.
The site framework maps mouse input to the same actions: click the menu buttons, hold the mouse button anywhere to attach the rope to a nearby hook, and release it to let go and fly forward.
Tap PLAY on the home screen to start a level.
Press and hold anywhere on the screen to throw the rope onto a hook anchor in range and swing.
Release your press to let go and fly forward with the swing's momentum.
Tap the wardrobe button beside PLAY to browse the skin shelf.
What stands out
Press to hook a nearby anchor, ride the pendulum arc and release to fly - the whole game is one hold-and-release motion.
A top progress bar tracks each run toward the next level, and a fall ends the attempt in seconds before dropping you back in.
Black-and-white striped beams line the courses while circled anchors light up with a dashed ring when in reach.
The collection counter on the home screen reads 1/31, and the Classic shelf shows cartoon outfits from a corgi and unicorn to a banana, ninja and panda.
Useful guidance
Start holding as a hook anchor comes into range overhead - the rope only catches while an anchor is near, and holding early is safer than late.
Release near the forward peak of the arc; letting go at the top of the swing carries the most speed into the next hook.
Re-hook quickly after each release - chaining anchors back to back keeps the stickman moving and avoids the fall.
Common questions
With a single hold-and-release motion. Press and hold anywhere and the rope catches a nearby hook anchor, swinging the stickman through an arc; release to let go and fly forward on the momentum, then hold again to catch the next anchor. On desktop the same works with the mouse button.
Chain hook to hook and keep moving forward without falling. A progress bar at the top tracks your run from the current level toward the next, so filling it advances you. A missed hook drops the stickman out of the course and ends the attempt within seconds.
Nothing punishing - the attempt ends and you retry the level right away. Runs are deliberately short, so falling and restarting is part of the rhythm, and each retry is another chance to find better swing timing.
Start holding as an anchor comes into range overhead, since the rope only catches while one is near. Release near the forward peak of the arc to carry the most speed into the next hook, and re-hook quickly after each release to keep the chain going.
Yes, a wardrobe of cartoon skins. The collection counter on the home screen tracks your progress toward 31, and the shelf includes outfits from a corgi and unicorn to a banana, ninja and panda. Tap the wardrobe button beside PLAY to browse it.
Browse the catalogue