PLAYABLE BUILD · 2026.08.28

VIBE
BASKETBALL

One night court, two complete modes. Play the original contact-heavy 1v1, or run a four-shooter 3-Point Contest with 1–4 local players, live CPU rounds, elimination, and shoot-offs.

Take the court live production build · 2 modes · desktop
Vibe Basketball night court and ball handler
PICK YOUR RUN

Click the court once to give it focus, then choose 1V1 STREET, 3-POINT CONTEST, or HOW TO PLAY. Fullscreen is recommended.

click to play

MENU: W/S or D-pad select · ENTER/A confirm · 1V1: WASD move · SHIFT sprint · CTRL body · ARROWS skill stick · SPACE shoot · 3PT: choose players and money rack, then hold/release SPACE · ENTER/A skips CPU

01 — the skill stick

Tap is a handle.
Hold is a decision.

The arrow keys are a separate skill stick, not a second set of movement keys. Tap away from the receiving hand for a crossover, tap toward it for a same-hand side drive, tap up for between-the-legs, or tap down for behind-the-back. A new direction takes over immediately, so rolling inputs create a live sequence instead of filling an animation queue.

Hold one direction for about 230 milliseconds and the same control commits to a finish: side-hop or step-back jumpers outside, then hand-specific layups, a floater, or directional dunks on the drive. WASD remains locomotion throughout, so the player can burst out of a move without surrendering the line to the rim.

Vibe Basketball directional dunk against a defender
A directional dunk at the rim: the selected hand, authored animation, ball release, contact window, and rim traversal stay on one gameplay clock.
02 — physicality

One body key.
Both sides of the ball.

CTRL carries one meaning: commit the body. With the ball it protects the dribble and, with a defender on the back near the paint, becomes a stamina-driven post-up. On defense it drops into a low stance; while the ball is in the air and inside position is won, it seals the rebound lane with a box-out.

The rest of the contact game follows the same rule. Steals need an exposed ball, blocks have front and chase windows, and rebounds require real current-frame or swept palm-to-ball contact. A block still has to win before release; once the ball leaves the hand and the game shows PERFECT, that displayed make is locked and a late contest cannot rewrite it.

03 — 3-point contest

Four shooters.
Every ball matters.

Choose one to four local players; the four fixed cards become P1 through P4 in order, with any remaining slots controlled by CPU. Each local player chooses a money rack only when their turn arrives. The game handles the run between seven stations, while the player keeps the same familiar hold-and-release jumper.

Every round is 27 balls in 70 seconds: five racks, one chosen all-money rack, two deep three-point balls, and a 40-point ceiling. The top three advance to a reverse-order Final. Qualification ties use repeated 30-second shoot-offs; a tied championship repeats the full 70-second round. CPU plans are seed-locked, so watching, skipping immediately, or skipping halfway produces the same score.

Vibe Basketball 3-Point Contest racks, timer, and tournament road
Round 1 opens on P1 and keeps the full tournament road visible: four entrants, the top-three cut, three Final slots, and the eventual champion.
04 — what shipped

Two modes.
One shooting contract.

The original match remains 1v1 to 11, win by two with a cap at 15: make-it-take-it, a 24-second clock, check balls, out of bounds, and take-back after a defensive board. The new contest reuses that shot meter and outcome contract, then adds multi-ball flight, 27-ball rack state, deterministic CPU simulation, and a full tournament roadmap without changing the street game.

  • Immediate crossover, double-cross, side drive, between-the-legs, behind-the-back, spin, and burst exits
  • Directional side-hop, forward-hop, step-back, layup, floater, and left/right dunk branches
  • A readable release meter with a broad stable band and a narrow deterministic PERFECT window
  • Five racks, selectable money rack, two deep balls, eight reusable live balls, and late-ball settlement
  • Four fixed entrants, 1–4 local players, watch/skip CPU, top-three Final, shoot-offs, and champion road

Build checked on 2026-08-28 against private source commit 00a8c71. The playable build is hosted directly inside Bubu Studio. The owner-authorized build includes licensed player and basketball-animation assets plus original unbranded contest props; Three.js is MIT licensed. Desktop keyboard or gamepad play is supported and there are no touch controls. This original game is not affiliated with or endorsed by any commercial basketball title or league.