Artur Latkovsky shared Demon Stick during r/Games Indie Sunday on December 14, 2025, introducing players to one of gaming’s most absurdly challenging premises – you’re a demon whose soul got sealed inside a wooden stick following a successful exorcism, cast back to the very bottom of Hell. Your goal is climbing through nine twisted layers inspired by Hieronymus Bosch’s surreal nightmare paintings to reach Dad’s throne and convince him to restore your demonic form. This is explicitly a rage game following the Getting Over It tradition where a single mistake sends you tumbling backwards, erasing minutes of careful progress while you scream at deliberately awkward physics. The demo showcases two introductory Hell layers, with full release planned for 2026 on PC via Steam.
- The Absurd Premise
- Hieronymus Bosch Visual Inspiration
- Rage Game Mechanics
- Artur Latkovsky’s Development Portfolio
- The Demo Experience
- Reddit and Community Reception
- Release Plans and Scope
- Dark Comedy and Tone
- Comparison to Getting Over It
- Target Audience and Accessibility
- Frequently Asked Questions
- The Bottom Line
The Absurd Premise
Demon Stick’s backstory sets up the darkly comedic tone immediately. After priests successfully exorcise you, they trap your demonic soul inside an ordinary stick and cast you back to Hell as the ultimate insult. You awaken at the absolute bottom – the worst possible position for a demon who previously had status and power. Now you’re literally a stick with consciousness, forced to navigate Hell’s twisted geography using the most awkward movement imaginable to reach your father’s throne and plead for restoration.
This premise brilliantly justifies the deliberately frustrating controls that define rage games. You’re not supposed to move well – you’re a demon trapped in a stick. The awkward physics aren’t technical limitations, they’re thematic expressions of your cursed state. Every clumsy jump that sends you plummeting represents the humiliation of your reduced circumstances. The game makes you feel the punishment of being sealed in wood while retaining enough control to theoretically succeed, creating that perfect rage game balance between possible and punishing.
The father relationship adds narrative motivation beyond just escaping. You’re not climbing out of Hell to freedom – you’re climbing to ask Dad to fix the situation. This dependent dynamic is both relatable and absurd. Even demons apparently have daddy issues and need parental help when they mess up badly enough to get exorcised. The family element humanizes the demonic protagonist while maintaining the darkly comic tone throughout.
Hieronymus Bosch Visual Inspiration
| Bosch Element | Game Implementation | Effect |
|---|---|---|
| Surreal Creatures | Bizarre demons and monsters | Unsettling yet captivating atmosphere |
| Twisted Landscapes | Impossible architecture and geometry | Navigation challenges |
| Medieval Imagery | Period-appropriate aesthetics | Authentic hellish medieval feel |
| Art Cutouts | Original Bosch painting fragments | Distinctive visual identity |
| Grotesque Humor | Dark comedy throughout | Offsets punishing difficulty |
Hieronymus Bosch, the 15th-16th century Dutch painter, created some of history’s most disturbing and imaginative depictions of Hell, particularly in works like “The Garden of Earthly Delights” and “The Haywain Triptych.” His visions featured impossible hybrid creatures, surreal tortures, and grotesque scenarios that simultaneously horrified and fascinated viewers. Demon Stick draws directly from this tradition, using actual cutouts from Bosch’s paintings to create environments that feel authentically medieval and nightmarishly bizarre.
This visual approach immediately differentiates Demon Stick from typical indie platformers. Instead of pixel art or modern 3D graphics, the game presents a collage aesthetic built from 500-year-old masterworks depicting eternal damnation. The result feels like navigating an interactive Bosch painting where you’re part of the hellish tableau rather than an outside observer. This artistic choice creates unique atmosphere that’s simultaneously grotesque, captivating, and darkly humorous.
The nine layers of Hell structure mirrors Dante’s Inferno and other medieval Christian conceptions of Hell’s geography. Each layer presumably features distinct Bosch-inspired themes and challenges, creating visual and mechanical variety as you ascend from the deepest pits toward higher realms where your father’s throne awaits. This progression gives narrative weight to upward movement – you’re not just climbing obstacles, you’re ascending Hell’s hierarchy itself.

Rage Game Mechanics
Demon Stick explicitly positions itself as a rage game, following the tradition established by Bennett Foddy’s Getting Over It with Bennett Foddy. These games feature deliberately awkward controls, punishing physics, and most crucially, progress loss through failure. When you fall in Demon Stick, you don’t respawn at a checkpoint – you tumble backwards down the level, potentially undoing significant progress in seconds. This creates the emotional rollercoaster that defines rage games: careful incremental progress followed by devastating setbacks.
The controls are intentionally simple – described as “one-button” mechanics that theoretically anyone can understand but mastering requires patience and precision. This simplicity versus difficulty contrast frustrates players who feel like they should be able to control a stick easily, yet find themselves failing repeatedly at seemingly straightforward challenges. The game leverages this frustration deliberately, making players angry at themselves rather than at incomprehensible mechanics.
Physics-based movement creates unpredictability that compounds difficulty. Unlike platformers with precise digital inputs producing consistent results, physics systems introduce variables where identical inputs can produce slightly different outcomes based on positioning, momentum, and timing. This means you can’t just memorize button sequences – you must develop actual skill reading situations and adjusting dynamically, raising the skill ceiling while making early attempts feel impossibly random.
The “endless falls” description promises vertical level design where mistakes send you plummeting through sections you carefully navigated minutes earlier. This vertical punishment is psychologically devastating because you can see exactly how much progress you’re losing as you fall past landmarks you struggled to reach. Unlike horizontal games where you just move back to a checkpoint, vertical falling makes progress loss viscerally visible and emotionally devastating.
Artur Latkovsky’s Development Portfolio
Artur Latkovsky develops and self-publishes his games according to GameFAQs and Kotaku listings. His previous titles include encrypted_nightmares (released April 15, 2025), Sunday School (October 19, 2025), and now Demon Stick aiming for 2026. This productivity suggests either a solo developer working efficiently or small projects with quick development cycles allowing multiple annual releases.
The aesthetic consistency across Latkovsky’s work shows focus on atmospheric horror and surreal imagery. encrypted_nightmares explored digital horror themes, Sunday School tackled religious subject matter, and Demon Stick combines both through its demonic religious narrative and Bosch-inspired hellscapes. This thematic coherence demonstrates a developer with specific artistic interests and comfort working in darker, more provocative territories than mainstream gaming typically explores.
Self-publishing gives Latkovsky complete creative control without external publisher constraints. This freedom allows controversial themes, experimental mechanics, and niche positioning that publishers might resist. The trade-off is handling all marketing, distribution, and business aspects personally, explaining the grassroots Reddit promotion and community engagement approach. For developers with strong creative visions and modest commercial expectations, self-publishing enables artistic integrity over mass market appeal.
The Demo Experience
The free demo available on Steam and Itch.io includes two seamlessly connected introductory Hell layers, providing substantial gameplay to evaluate whether Demon Stick’s particular brand of frustration appeals personally. Demos are crucial for rage games because these titles are inherently polarizing – some players find the challenge addictive and satisfying, while others just find it miserably unfun. Trying before buying prevents disappointment and refund requests.
Latkovsky promoted a speedrunning competition for the demo, offering a Steam gift card to the fastest player. This community engagement demonstrates understanding of how rage game audiences engage beyond just completing games – they optimize routes, perfect techniques, and compete for fastest times. Speedrunning transforms frustrating gameplay into athletic competition where difficulty becomes the challenge to overcome rather than just barrier to progression.
The demo’s November 2025 launch gave months of player feedback before the 2026 full release. This extended testing period lets Latkovsky identify difficulty spikes, confusing sections, or technical issues while building community and wishlists. Demos as long-term marketing tools work particularly well for challenging games where positive word-of-mouth from players who conquered the demo drives sales better than any trailer could.
Reddit and Community Reception
The December 14 r/Games Indie Sunday post presents Demon Stick with the tagline “A rage game where you play as a stick that jumps badly because it is possessed by a demon.” This self-aware description immediately sets expectations – you will jump badly, it will be frustrating, and the demon possession provides narrative justification. By framing awkward controls as intentional rather than technical limitations, Latkovsky prevents criticism that might derail unaware players.
Earlier Reddit posts on r/IndieGaming showed Latkovsky actively engaging with the indie gaming community, participating in discussions and seeking feedback rather than just self-promoting. This authentic community involvement builds goodwill and positions the developer as a fellow gamer creating interesting projects rather than a faceless corporation pushing products.
Comments comparing Demon Stick to Getting Over It and Foddy-inspired games demonstrate immediate genre recognition. Rage game fans understand what they’re getting and either embrace or avoid accordingly. This clarity helps the game find its natural audience – people who enjoyed Bennett Foddy’s work and want more experiences in that deliberately frustrating vein.
Release Plans and Scope
Demon Stick targets 2026 release on PC via Steam according to multiple sources including the Steam page, GameFAQs, and indie game databases. No specific month or quarter is announced, suggesting development is ongoing with the demo serving as both marketing tool and extended testing phase. This timeline gives Latkovsky approximately one year from demo launch to full release, reasonable for expanding two levels into nine complete Hell layers.
The nine-layer structure promises substantial content if each layer matches the demo’s two levels in complexity. This vertical progression through distinct Hell tiers creates natural difficulty ramping and visual variety as Bosch’s different nightmare visions provide thematic identity for each layer. The question is whether mechanical variety keeps pace with visual changes, or if the game becomes repetitive once players master the core physics.
PC-only focus makes sense for a physics-based rage game with simple controls but demanding precision. Mouse and keyboard or gamepad both work for one-button mechanics, and Steam provides the infrastructure indie developers need. The game’s modest system requirements likely keep it accessible to most PC owners, important for maximizing the potential audience willing to embrace deliberately frustrating gameplay.
Dark Comedy and Tone
Demon Stick balances punishing difficulty with dark humor that makes the frustration more palatable. The premise itself is absurd – a demon reduced to a stick begging his father for help. The Bosch-inspired grotesque creatures add visual comedy through their bizarre designs. The contrast between your reduced stick form and the elaborate hellscapes you navigate creates inherent comedy through disproportion.
This comedic framing matters enormously for rage game sustainability. Pure frustration without humor becomes masochistic and unpleasant. But frustration wrapped in self-aware comedy becomes challenge you laugh through rather than suffer through. Getting Over It succeeded partly because Bennett Foddy’s narration added philosophical reflection and dark humor that reframed failure as part of the experience rather than just annoying setbacks.
The medieval religious context allows satirical commentary on exorcism, demonic hierarchies, and father-son relationships within Hell’s bureaucracy. Treating Hell as a place with family dynamics and social structures humanizes it while maintaining grotesque visuals, creating cognitive dissonance that’s inherently funny. You’re experiencing eternal damnation but also navigating family drama, which is darkly relatable.
Comparison to Getting Over It
The inevitable comparison to Bennett Foddy’s Getting Over It with Bennett Foddy shapes Demon Stick’s positioning. Both feature deliberately awkward physics, vertical climbing with devastating falls, simple controls masking deep difficulty, and philosophical framing for frustration. But Demon Stick differentiates through its Bosch-inspired hellscape aesthetic, demonic narrative, and nine-layer structure rather than single continuous mountain.
Where Getting Over It featured Foddy’s philosophical narration commenting on challenge and frustration, Demon Stick apparently relies more on visual storytelling through Bosch’s imagery and the absurd premise itself. This creates different emotional texture – Getting Over It was contemplative and almost meditative in its frustration, while Demon Stick leans into grotesque comedy and hellish punishment themes.
The stick protagonist versus the man in a pot creates different movement mechanics. A stick presumably has different physics properties, potentially allowing different types of challenges than Foddy’s hammer-based traversal. Whether these differences produce meaningfully distinct gameplay or just superficial variations on the same core formula determines whether Demon Stick feels like its own game versus a Getting Over It clone with different visuals.

Target Audience and Accessibility
Demon Stick explicitly targets rage game enthusiasts – players who found Getting Over It, Jump King, or similar titles enjoyable rather than just miserably frustrating. This is an inherently niche audience willing to embrace difficulty and accept that progress loss is a feature rather than a bug. The clear marketing about being a rage game helps self-select appropriate players while warning off those expecting traditional platformer progression.
The one-button controls suggest surface-level accessibility – anyone can theoretically understand the mechanics regardless of gaming experience. But the execution demands precision and patience that casual players typically lack. This creates the same trap as other Foddy-inspired games where simplicity looks inviting but difficulty drives away all but the most persistent players.
The Bosch aesthetic might attract art enthusiasts curious about games using classical paintings as foundation. This crossover appeal could introduce the rage game genre to audiences who normally avoid challenging games but appreciate the artistic vision enough to endure frustration. Whether these art-focused players actually enjoy rage gameplay or just wishlist and never play remains to be seen.
Frequently Asked Questions
What is Demon Stick?
A rage platformer where you play as a demon whose soul got trapped in a stick after an exorcism. Navigate nine Hell layers inspired by Hieronymus Bosch’s paintings using simple one-button controls and brutal physics where mistakes send you tumbling backwards.
When does it release?
2026 on PC via Steam. A free demo featuring two introductory Hell layers is available now on Steam and Itch.io.
Who develops Demon Stick?
Artur Latkovsky, a solo indie developer who previously created encrypted_nightmares and Sunday School. He self-publishes his games.
Is it like Getting Over It?
Yes, it follows the same rage game tradition with deliberately awkward physics, vertical climbing, devastating falls, and simple controls masking deep difficulty. But it differentiates through Bosch-inspired hellscape visuals and demonic narrative.
What are the controls?
Simple one-button mechanics that anyone can understand but require precision and patience to master. The exact implementation isn’t detailed but emphasizes physics-based movement.
Why is it inspired by Hieronymus Bosch?
Bosch’s medieval paintings depicted surreal, nightmarish visions of Hell with grotesque creatures and impossible landscapes. Demon Stick uses actual art cutouts from Bosch’s work to create distinctive hellscape environments.
How many levels are there?
Nine layers of Hell in the full game. The demo includes two seamlessly connected introductory layers.
Is there a story?
Yes. After priests exorcise you and trap your soul in a stick, you’re cast to the bottom of Hell. You must climb through nine layers to reach your father’s throne and ask him to restore your demonic form.
The Bottom Line
Demon Stick offers a darkly comedic twist on the rage game formula established by Getting Over It, replacing mountain climbing with hellish ascension through Hieronymus Bosch’s nightmarish medieval visions. Artur Latkovsky’s use of actual Bosch painting cutouts creates distinctive visual identity that separates this from countless other Foddy-inspired games attempting similar mechanics with generic aesthetics. The absurd premise of a demon reduced to a stick begging his father for restoration provides narrative context that makes punishing difficulty feel thematically appropriate rather than arbitrary cruelty.
Whether Demon Stick successfully captures the addictive frustration that made Getting Over It a phenomenon depends entirely on execution details beyond the promising concept. The free demo removes risk from trying it – download on Steam or Itch.io, experience two Hell layers, and determine if climbing through grotesque medieval torment as a possessed stick appeals to you personally. Rage games are inherently polarizing, and no amount of artistic vision changes that some players will find this miserably unfun while others become obsessed with mastering the physics and reaching that final throne.
For players who enjoyed Getting Over It, Jump King, or similar deliberately frustrating platformers, Demon Stick deserves attention as a 2026 release to watch. For everyone else, the Bosch-inspired visuals might intrigue but the rage game mechanics will likely drive you to actual rage rather than satisfying challenge. Try the demo, embrace the falls, laugh at the absurdity of being a demon trapped in wood, and see if climbing through Hell one agonizing jump at a time scratches that masochistic gaming itch. Just remember – every mistake sends you tumbling backwards, and that’s exactly how it’s supposed to work.