Build Floors Worth Playing
The level editor matters because it lets you turn a short corporate brawl into your own challenge, boss rush, arena, or strange experiment. You can build complete tower floors, control their look and combat setup, then let other players try them through Steam Workshop.
The builder is part of the game’s free Level Builder update for the PC version. Before looking for it, make sure your game is updated. From the city map, follow the editor marker toward the building on the left side of the map.
| What you can create | Why it is useful |
|---|---|
| Custom floor layouts | Shape the route, combat space, and pacing of a tower run. |
| Enemy encounters | Decide which opponents appear and how threatening a room becomes. |
| Lighting and music | Give each floor a distinct mood, from a normal office to a dramatic boss arena. |
| Player archetypes | Set up starting moves, special abilities, and passive abilities for a custom scenario. |
| Steam Workshop maps | Share a finished level or play creations published by other players. |
The level editor is best approached as a tool for making playable fights, not simply decorating rooms. A great-looking office is memorable, but it needs a clear reason for the player to move forward, fight, recover, or change tactics.
Start a Custom Level
Open the builder from the city map and begin by deciding what the level is meant to test. A simple first project is easier to finish and teach you more than a huge tower with every available feature.
Choose one clear goal before placing objects:
- Build a compact cage-fight arena with escalating enemy waves.
- Make a boss rush with brief recovery sections between fights.
- Create a survival floor that challenges a powerful player build.
- Design a themed office with matching lighting, music, enemies, and props.
- Make a versus-style scenario if you want players competing rather than climbing.
Start with the floor layout. Place the walls, open areas, and major obstacles first so you understand where fighting will happen. Keep enough space for movement; cramped rooms can become unreadable once enemies, weapons, ragdolls, and effects fill the screen.
Then add enemies and hazards. Test every major encounter after placing it instead of waiting until the entire tower is complete. That makes it much easier to identify whether a room is difficult because of a deliberate challenge or because enemies spawn into an unavoidable attack.
| Design choice | Good starting approach | Common problem |
|---|---|---|
| Room size | Leave room for dodging, knockback, and weapons. | A crowded room becomes chaotic before players can react. |
| Enemy groups | Introduce one threat type, then combine threats later. | Mixing too many enemy types obscures what caused a loss. |
| Hazards | Put them where players can avoid or use them tactically. | Hidden or unavoidable hazards feel unfair. |
| Rewards and breaks | Give players a pause after demanding combat. | Constant pressure can make longer maps exhausting. |
| Final encounter | Make the win condition obvious and memorable. | An unclear ending makes a completed map feel unfinished. |
A themed level can go further than a standard campaign-style climb. Community maps have shown the appeal of unusual setups such as boss collections, survival challenges, new enemy combinations, and altered player loadouts. Use that freedom to create a specific experience rather than adding everything just because it is available.
Test, Refine, and Share
Playtest a level with the same mindset as a new player. You already know where every enemy and hazard is, so your first clear is only the beginning. Try different player choices and pay attention to whether the level remains understandable when combat gets messy.
Use a repeatable testing loop:
- Play one section without changing anything.
- Note where damage felt unavoidable, confusing, or dull.
- Change one element, such as enemy placement, room space, or a hazard.
- Run that section again with a different ability or weapon setup.
- Repeat until the level has a clear rhythm from start to finish.
Custom lighting and music are powerful tools during this stage. Lighting can draw attention toward an exit, a boss area, or an important hazard. Music can signal a shift from exploration to a high-pressure fight. Neither replaces readable level design, but both can make a well-built encounter feel intentional.
The tool also supports deeper customization, including imported images and custom 3D models. Use imported assets carefully. A recognizable visual theme can make a map stand out, while excessive visual clutter can hide enemies, weapons, or hazards that players need to see.
| Playtest question | What to check | Possible adjustment |
|---|---|---|
| Can players read the room? | Entrances, exits, hazards, and enemy positions are visible. | Improve spacing, lighting, or prop placement. |
| Is the challenge consistent? | Difficulty rises in a deliberate pattern. | Reduce an early wave or strengthen the finale. |
| Do loadouts matter? | Different moves create different tactical options. | Add open space, cover, or enemy types that reward variety. |
| Does the theme support gameplay? | Music and visuals reinforce the encounter. | Remove distracting assets or clarify the focal point. |
| Is the ending clear? | Players know when they have won. | Add a distinct final room or clear completion trigger. |
When the level is ready, publish it to Steam Workshop so other players can subscribe and play it. Give the listing a useful title and description that tell players what they are getting. “Boss Rush” is clearer than a vague title, while “38-floor boss rush with recovery rooms” helps players decide whether it fits their time and skill level.
A strong Workshop description should mention the main challenge, expected play style, and any unusual rules. If your map is a brutal survival run, say so. If it is meant to let players experiment with rare weapons or unusual abilities, make that clear too.
Find and Use Community Maps
Steam Workshop turns the editor into more than a solo creation tool. Community-made maps can offer new ways to play the brawler, including boss battles, high-density survival floors, themed arenas, and experimental builds that do not resemble the normal campaign.
When choosing a map, look beyond popularity. A popular Workshop level may be a spectacle designed for chaos, while a smaller map may offer a carefully balanced combat challenge. Read the description, check the stated objective, and decide whether you want a short test, a long tower run, or a combat sandbox.
| Map type | What to expect | Best for |
|---|---|---|
| Boss rush | Consecutive major fights, often with limited recovery. | Learning bosses and testing strong builds. |
| Survival arena | Large enemy groups and a focus on lasting as long as possible. | Players who enjoy hectic physics combat. |
| Themed office | Custom visuals, music, and a distinct setting. | Exploration and creative presentation. |
| Challenge floor | Tight rules, limited resources, or unusual enemy setups. | Players seeking a focused skill test. |
| Sandbox map | Broad access to enemies, weapons, or abilities. | Trying combinations without a standard run. |
Community levels can also teach you how to improve your own work. Notice how a good map introduces its gimmick, gives the player room to understand it, and increases pressure without becoming random. Borrow the structure of a successful encounter, but give it your own theme and choices.
Keep in mind that the game is in Early Access and the editor can change with updates. A map made for one version may behave differently after balance changes or new content arrives. Revisit your published work after major patches, especially if a new feature changes enemy behavior, available abilities, or how players build a run.
FAQ
Where is the stick it to the stickman level editor?
Update the game, enter the city map, and follow the editor marker to the building on the left side of the map. If you cannot see it, confirm that you are running the current version.
Can I share levels with other players?
Yes. Once your custom floor is ready, publish it through Steam Workshop. Other players can subscribe to the map and play it from their game.
What can I customize in a level?
You can create floor layouts, add enemies and hazards, set lighting and music, and configure custom player archetypes with selected moves, specials, and passives. The builder also supports imported images and custom 3D models.
Should my first map be a full tower?
Probably not. Start with one floor or a compact arena, test it thoroughly, and expand only after the core fight feels fair and enjoyable.