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PLAYABLE BUILD · 2026.08.25

VIBE
BASKETBALL

A complete browser 1v1 built around one sharp idea: the same skill stick reads a quick handle move or a committed shot and finish. Click into the court below and play to eleven.

Take the court live production build · desktop · keyboard
Vibe Basketball night court and ball handler
CHECK BALL

Click the court once to give it keyboard focus. Fullscreen is recommended; if a key scrolls the page, click the court again.

playable new tab

WASD move · SHIFT sprint · CTRL post/protect/defensive stance · TAP ARROWS handle moves · HOLD ARROWS hop shot/finish · SPACE pump fake/shoot/block/rebound · K spin · E steal · C camera · R rematch

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 — what shipped

Street rules.
Production depth.

The match is 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. Two distinct rigged players share a 98-clip basketball library under a high broadcast camera, with shot feedback and court audio generated in real time.

  • 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
  • Defensive stance, steals, front/chase blocks, box-outs, swept-contact rebounds, and take-back rules
  • Five camera presets, AI-vs-AI attract mode, synthesized court sounds, and full rematch flow

Build checked on 2026-08-25 against private source commit 458807e. The frame above is the production Vite build deployed at glmbasketball.vercel.app from GitHub main. The owner-authorized build includes licensed player and basketball-animation assets; Three.js is MIT licensed. Desktop keyboard play is required and there are no touch controls. This original game is not affiliated with or endorsed by any commercial basketball title or league.