Abstract Stick Fight: The Game (Landfall Games, 2017) is a physics-based fighting game known for its chaotic gameplay and rudimentary visual style. A core component of its user experience is the in-game text chat, which relies on an automated censorship filter to moderate user-generated content. This paper examines the technical implementation of the "censored words" list, the visual quality of the censorship rendering, and the resultant impact on player interaction and the "meta-game" of bypassing filters. 1. Introduction In the landscape of casual competitive gaming, communication systems often serve as a double-edged sword: they foster community but also provide a platform for toxicity. Stick Fight: The Game employs a basic text chat system that allows players to communicate using a limited number of characters. Due to the game's simplistic vector art style, the text rendering is high-contrast and highly legible. To maintain a broad audience appeal, the developers implemented a censorship algorithm. This system serves as a case study in low-fidelity aesthetics meeting high-stakes content moderation. 2. The Aesthetic of Censorship: Visual Quality To understand the "high quality" aspect of the censorship, one must first understand the game's rendering engine. Stick Fight utilizes vector graphics, meaning text is rendered crisply, without the pixelation or anti-aliasing artifacts common in retro-style games. Darling Just Hold My Hand Ringtone Download Zedge Set It