Six duelists. One clean stroke.
Play Stillstroke — free, in your browser
Stillstroke is a samurai duel game in the visual language of a 1997 console: low-poly warriors, fog, dithered colour, a lone ronin against six duelists at an autumn shrine and in a moonlit bamboo grove. There are no health bars. One clean cut to the head, neck or body ends a round; a cut to an arm or a leg wounds it, and a second cut to the same limb kills. Cut, swing a heavy blow that breaks a guard, or thrust for reach; guard, parry a blow in the instant before it lands, or step out of the blade’s path. Every duel is best of three, and losing one ends the run. The duelists read you with human reaction times — they cannot see your quick cut coming any more than you can see theirs — and the last of them learns which attack you lean on.
A run is six duels, each the best of three rounds: three duelists at the Autumn Shrine, three in the Moonlit Bamboo Grove. Lose a duel and the run ends.
There are no health bars. A clean cut to the head, neck or body ends the round. A cut to an arm leaves it wounded and your strikes slower; a cut to a leg slows you and takes away your step. A second cut to a wounded limb kills.
Tap strike for a quick cut. Hold it for a heavy blow, which breaks a guard — when one is coming at you, the blade glints as it rises. Push forward as you strike to thrust: the longest reach, on a narrow line.
Hold guard to block cuts and thrusts from the front. Tap it just before a blow lands to parry: your attacker reels, and your next strike is free.
Step to get out of the blade’s path — backwards, or to the side if you hold a direction. A step does not make you untouchable; it only works if you are no longer where the blade is going.
A free samurai duel game for your browser, in the style of a late-1990s console: low-poly samurai, fog and dithered colour. You fight six duelists, each the best of three rounds, at an autumn shrine and in a moonlit bamboo grove.
Yes. No login, no paywall, no download. Open the page and play.
No. One clean cut to the head, neck or body ends the round. A cut to an arm or a leg wounds that limb — a wounded arm strikes slower, a wounded leg cannot step — and a second cut to the same limb kills.
Tap guard just before the blow lands — about a tenth of a second for a cut or a thrust, a little less for a heavy blow. A parried attacker reels, and your next strike is free. Pressing guard over and over does not work: a parry needs a fresh press.
Keyboard: WASD or the arrow keys to move, J or Z to strike, K, X or Space to guard, L, C or Shift to step, Esc to pause. Tap strike to cut, hold it for a heavy blow, push forward as you strike to thrust. The mouse buttons strike and guard too. On a phone, your left thumb moves and the right thumb has Strike, Guard and Step.
Each duel won is worth 1,000 times its number, so the sixth is worth 6,000. Every round you win without a wound adds 300, a kill made from a parry adds 500, and a duel won without being wounded adds 500. A perfect run scores 33,600.
Yes. It has touch controls, and it lowers its own detail on slower devices while keeping the same look.
No. They play by the same rules you do and see you with a human reaction time, so they cannot react to a quick cut once it starts any more than you can. The last duelist does learn which attack you use most over the course of a duel.
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