VIBERBRAWL

LAST VIBER STANDING

Pick a Viber. Knock all three off the edge. Last one standing wins.

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WHAT IT IS

Four Vibers. Three arenas. One rule.

Knock every other Viber out of the arena. Fall off the edge, or lose all your health and get launched — either way you lose a life. Three lives each, and the last Viber standing takes the match.

Everything runs in the browser on real 3D geometry. No install, no launcher, no account. It is a playable game first — the roster, the arenas and the abilities are all built and shipped, not mocked up.

NO DOWNLOAD 4 VIBERS 3 ARENAS PLAYS ON MOBILE FREE IN THE BROWSER
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THE STORY

I didn't find the easiest way in.
So I built my own.

Six chapters. How a late arrival to vibe/vibe ended up shipping a playable game — and the part where the tools I could actually afford turned out to matter more than the ones I couldn't.

01

The decision to build

I wanted to contribute something of my own to the vibe/vibe ecosystem.

Seeing Meta constantly push the build, cook, ship mindset made me want to stop thinking about what I could make and actually make something.

I didn't want to create another concept that just looked good on a post. I wanted to build something people could actually play.

02

The search for the right tool

I had no experience building games. I wasn't a developer. I was just someone with an idea and a serious willingness to figure things out.

Before I wrote a single line, I spent real time researching which AI tools could actually help me build a game. Not which ones were trending — which ones I could genuinely use, on the hardware I had, for the price I could afford.

That research is the part most people skip. It's also the part that made the project possible.

03

The rabbit hole

Then I found DeepSeek — and its free version became the foundation of everything that followed.

I didn't have access to expensive AI tooling. That constraint didn't stop the project. It shaped it.

I spent hours going deeper into it — learning how to prompt properly, how to break a big idea into small pieces, how to debug when nothing made sense. It wasn't glamorous. It was just work, done consistently.

04

Learning by building

I learned by doing. Not by tutorials, not by courses — by building the actual thing, breaking it, and fixing it.

The arena came first. Then the fighters. Then combat. AI opponents. Abilities. Hazards. Power-ups. UI. Controls. Every piece had to be figured out from nothing.

Viber Brawl stopped being an experiment and became a real game — one I could point at and say: go play it.

05

From experiment to something real

Then people started playing it. And someone played it, became the last Viber standing, and made their own post about the experience — sharing the game, the token, my work.

There's a big difference between people seeing something you built, and someone actually deciding to step inside it.

Meta played it during the vibe vibers townhall, and the feedback was specific and fair: polish it further, and add a visual onboarding so people understand the goal.

“this is very cool Raven, if you can improve and polish a bit more i'd love to share it too”

Meta · vibe vibers townhall · 24 September 2026

Shared as feedback received, not as a promise. No allocation, listing or reward has been confirmed by anyone.

So I rebuilt the onboarding as an eight-step visual walkthrough, rewrote the bots so they stopped behaving like clones, and shipped again — then shipped to mobile.

06

Where it goes from here

Viber Brawl is playable today on PC, tablet and phone. $VIBRAWL is live on the testnet alongside it. The next real step is four human players in one arena instead of three AI opponents.

I still don't know exactly where this ends up. But I know I'm going to keep building, keep participating, and keep improving what I've started.

It began with me asking how can I become part of vibe/vibe? Today the question is different: what can I build that makes me worthy of being part of it?

I didn't find the easiest way into the Viber ecosystem.
So I decided to build my own way in.

Viber Brawl · $VIBRAWL · Built for the Vibers

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HOW A MATCH PLAYS

Pick a Viber. Knock the other three off the edge.

Four fighters, one platform, three lives each. You don't win by draining a health bar — you win by launching people off the map. Every hit that lands sends them further, and the further they go, the less platform is underneath them.

1

PICK YOUR VIBER

Four fighters with genuinely different weight, speed and reach. The heavy ones hit like a falling mineshaft; the fast ones can be launched by a stiff breeze.

2

FIGHT FOR THE MIDDLE

The centre is safe and the edges are not. Most of a match is two players shoving each other toward the rim while a third waits for the opening.

3

SURVIVE THE LAUNCH

Getting hit isn't the end. You're thrown — and you can still steer and double-jump to fight your way back. Recovering from a launch is half the skill.

4

LAST ONE STANDING

Three lives each. When the platform empties, whoever is still on it wins. A match runs about three minutes — short enough to want another one straight away.

THE ROSTER

Meet the Vibers

Four fighters, each built from chunky low-poly blocks with thick black outlines — the look the whole game is built on. Every stat below is the real value the game runs on.

CRIMSON MINER VIBER

CRIMSON MINER VIBER

HEAVY

A grizzled deep-mine brawler with a pickaxe and a grudge. Slow, but one good swing flattens the ring.

MINER SMASH

Leaps skyward then crashes down, launching everyone in a wide circle.

HEALTH110
SPEED11.5
JUMP16
POWER1.08
WEIGHT1.2
COOLDOWN8s
MOSS VIBER

MOSS VIBER

HEAVY

Slate-capped green machine. Big eyes, bigger slams, and the slowest legs in the arena.

SEISMIC SLAM

Ground-pounds into a shockwave. Same weight, meaner attitude.

HEALTH110
SPEED11.5
JUMP16
POWER1.08
WEIGHT1.2
COOLDOWN8s
VOLT VIBER

VOLT VIBER

SPEED

Electric blue blur in a top hat. Outruns, outflanks, outclasses — just don't get hit.

FLASH DASH

Blinks forward in a lightning streak, smacking anyone caught in the landing zone.

HEALTH95
SPEED13.8
JUMP18.2
POWER1
WEIGHT0.95
COOLDOWN5s
PHANTOM VIBER

PHANTOM VIBER

TRICKSTER

A translucent phantom with stepped ears. Slips through attacks like smoke and strikes from nowhere.

PHASE

Becomes invulnerable and 45% faster for 2 seconds. Untouchable.

HEALTH100
SPEED13
JUMP17.6
POWER0.98
WEIGHT1
COOLDOWN8s

THE ARENAS

Three places to get thrown off

Same layout — a central platform, four raised corners and a long drop — but a completely different atmosphere. Pick an arena below and the live model above rebuilds itself.

VIBE WORLD
DRAG TO LOOK AROUND

GAMEPLAY

Power-ups, traps and bad ideas

Four power-ups spawn during a match and float above the arena. They change the fight the moment someone grabs one.

The Spark Boost power-up

SPARK BOOST

Flat speed increase for 11 seconds. Turns a slow Viber into a problem.

The Power power-up

POWER

More damage for 11 seconds. Every hit launches further — which means every hit is closer to a ring-out.

The Shield power-up

SHIELD

A 40-point shield that soaks damage before your health does.

The Dash power-up

DASH

Dash charge for 14 seconds. The fastest way back onto the platform after a launch.

HONEST STATUS

What is live, and what isn't yet

No vapourware. This is exactly what you can play today, and exactly what is still being built.

LIVE NOW

PLAYABLE TODAY

  • Full 3D arena brawler in the browserFour-Viber free-for-all against three AI opponents
  • All four Vibers and their abilitiesMiner Smash, Seismic Slam, Flash Dash, Phase
  • All three arenasVibe World, Classic and Dungeon
  • Three difficulty levels with hazardsSpike pads and the spinning rod on harder settings
  • Four power-upsSpark Boost, Power, Shield and Dash
  • Eight-step visual onboardingA guided walkthrough that teaches the controls in-game
  • PC, tablet and phoneSame arena on every device — phones play in landscape with on-screen controls
  • Pause that actually pausesThe match clock stops, and it works on touch as well as the P key
  • $VIBRAWL plus four fighter tokensLive on the vibe/vibe testnet launchpad

IN DEVELOPMENT

NOT SHIPPED YET — NO DATES PROMISED

  • Real-time 4-player onlinePeer-to-peer, host-authoritative — a design is written, not built
  • Golden Viber skinPlanned reward for $VIBRAWL holders
  • More arenasBeyond the current three
  • More VibersThe roster is designed to grow

THE TOKENS

The game first. The token alongside it.

$VIBRAWL is the main token, live on the vibe/vibe testnet launchpad. This is a testnet deployment, not a mainnet launch, and the game is fully playable with or without any of it.

Main token · 0x34A2F7E1e685625b67c8F02998aE2794C89B6762

Alongside it sit four fighter tokens — one per Viber — each tied to that character and its signature ability.

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The plan is for the tokens to unlock things inside the game — the golden Viber skin is the first one named — rather than to gate the game behind them. The game stays free and playable either way.

1

THE GAME STAYS FREE

Nothing about the tokens gates the game. Anyone can play all four Vibers across all three arenas without ever touching a wallet.

2

UTILITY GETS EARNED

$VIBRAWL is intended to become the gaming currency of the ecosystem — but only as things actually get built. The golden Viber skin is the first concrete idea named.

3

HONEST ABOUT WHAT EXISTS

This is a testnet deployment. No mainnet launch, no confirmed allocation, no reward promised to anyone. Anyone claiming otherwise does not speak for this project.

4

NOT OFFICIAL NFT TRAITS

The four fighter tokens are character coins tied to each Viber. They are not official vibe vibers NFT traits and they are not in-game currency.

WHAT'S NEXT

Online multiplayer, on a real server

The next big step is four real players in one arena, with instant matchmaking and no host advantage. That needs a server — so the plan changed, and here's why.

The original design was peer-to-peer: one player's browser hosts the match and the other three connect straight to it. It's cheap, and for a four-player brawler it's genuinely viable. But it has two problems that compromise the experience, and I'm not willing to ship those.

The host leaves and the match dies. In a host-authoritative peer-to-peer match the host's browser owns the simulation. If they close the tab, quit or drop connection, everyone else is ejected mid-fight. There is no clean way to hand that authority to another player without something in the middle to arbitrate.

Matchmaking has nowhere to happen. Peer-to-peer can introduce players to each other, but it cannot hold a queue. Finding three strangers to fight means somebody has to be listening for them — and that is a server's job.

So the plan now is a dedicated server running the same simulation the single-player game already runs. It holds the queue, builds the lobby, arbitrates the match, and keeps it alive when someone drops.

Q

LIVE MATCHMAKING

A real queue. Press play and get matched into a lobby, instead of trading room codes with people you already know.

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NO HOST ADVANTAGE

The server owns the simulation, so nobody plays from a privileged seat and nobody's connection decides the match.

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SURVIVES A DROPOUT

If one player leaves, the fight continues. The remaining three finish the match instead of being dumped back to a menu.

4

FOUR REAL PLAYERS

Same arena, same Vibers, same abilities — with humans in all four corners instead of AI opponents.

Status: in development. The server design and the running costs are worked out, but the netcode is not shipped. Multiplayer is not live, and no date is being promised for it.

READY?

Pick a Viber.
Knock them all off.

No download. No account. It runs in the browser — desktop, tablet or phone.

BUILT BY ONE PERSON · WITH TOOLS ANYONE CAN GET