Wiki / Stages
Low sun pass
One long flat floor and nothing above it. A fight on the ground.
Status: Built · Last checked: 14 Nov 2026
A long road through a mountain pass: one long flat floor and nothing above it. Here a fight is decided on the ground.
The layout
####################################### the floor
# is the solid floor. There are no platforms.
What it changes in a fight
- Everything happens on the ground: footwork, spacing, the guard and timing decide it.
- Nothing to stand on above, so nowhere to wait out an attack and nothing between you and an arrow or a bolt.
- A long way to run: the run builds up fully, so the super sprint and the charged tackle matter more.
- The edges are far from the middle, but the knock-out lines sit closer to the edges than on Pine ridge: a fighter pushed all the way to an end is in danger sooner.
The look
Late light through a pass: cool shadowed rock, golden haze, long rays. The sun sits on the left, in the gap between the mountains.
Nerd section: the exact numbers
In the layout drawing one character is 10 pixels across.
| Part | Detail |
|---|---|
| The floor | 390 pixels wide: the longest of the five |
| Platforms | None |
| Knock-out lines | 135 beyond each end of the floor; 360 above the floor; 160 below it |
- The look is the one it always had; the layout is new since 14 Nov 2026.
- On a phone with a less wide screen (16:9) the camera rests one step further back here than on Pine ridge, so both fighters stay in the picture when they are far apart. A wider phone already shows the whole floor.
- Average match between two computer opponents at Hard: 111 seconds. At Hard the bow did best here (small samples; see the stages).
- The art notes still call this stage "the main look"; the game opens on Pine ridge (To check, row 5).
- Test build key: 3. Address:
?stage=lowsun.