RYUJI THE STRIKER
41
Round 2
THE STREET FIGHTER AXEL
0HIT COMBO
Entering the arena
Round 1  ·  Fight

Rumble Club

EVERY HIT MATTERS.

A competitive 2D pixel fighter. Twelve fighters, one underground tournament, and no second chances. Learn the spacing, read the opponent, take the round.

12 Fighters
8 Arenas
2–5 min Matches
HP 100
The Pitch

Enter. Fight.
Adapt. Dominate.

Traditional martial arts have been pushed underground. Illegal organisations recruit the world's strongest combatants into a single global tournament. There are no teams. There are no second chances.

Rumble Club is simple enough to start fighting in thirty seconds and deep enough to study for a year.

Pillar 01

Skill

Wins come from timing, spacing and reading your opponent — not from stats, gear or spend.

Pillar 02

Identity

Every fighter has their own discipline, weight, movement and tactical edge. You feel the switch instantly.

Pillar 03

Impact

Hit-stop, screen shake, pixel shockwaves and sparks. A heavy punch has to land like a heavy punch.

Pillar 04

Replay

New matchups, new combo routes, new reads. The roster is built so mastery never finishes.

Player Select

Six of
twelve

The launch roster covers twelve combat philosophies — striker, grappler, rushdown, counter, zoner, trickster and more. Six are revealed. Hover a card to read the frame profile.

Ryuji

Striker
Kyokushin-inspired karate
PWR
SPD
RNG

Heavy kicks and punishing counters at mid range. Pays for it with slow movement.

Axel

Rushdown
Underground boxing
PWR
SPD
RNG

Relentless hand pressure and fast counter punches. Nothing to answer a long leg.

Kaira

Trickster
Ninjutsu-inspired combat
PWR
SPD
RNG

Movement, mix-ups and quick strings. The lowest health bar in the game — one read and it's over.

Titan

Grappler
Wrestling / Sambo
PWR
SPD
RNG

Enormous throw damage and the deepest health pool. Getting in is the whole match.

Vex

Pressure
Muay Thai / kickboxing
PWR
SPD
RNG

Knees, elbows and corner carry. Thin on defensive tools, so the pressure has to keep working.

Hanzo

Balanced
Traditional martial arts
PWR
SPD
RNG

Fundamentals, clean counters, solid defence. No extreme advantage and no exploitable hole.

Stage Select

Eight hidden
arenas

The tournament moves. Trains pass, crowds surge, rain falls, neon flickers — backgrounds stay alive without ever competing with the fight for your attention.

Neon AlleyRain · signage · reflections
Underground ClubCrowd ring · low ceiling
Tokyo RooftopSkyline · wind · night
Abandoned SubwayPassing trains · flicker
Industrial FactoryMachinery · sparks
Dragon TempleFirelight · mountain fog
Fight DistrictStreet crowd · traffic
Desert PitDust · heat haze
Move List

The loop that
decides rounds

Low KickLauncherAir ComboDashHeavy StrikeSpecial

Counter

Land a hit as your opponent starts theirs. Extra damage, longer stun, unique animation, free meter.

Parry

Defend on the exact frame the attack lands. Pressure stops, time slows, the turn is yours. Miss it and you're open.

Guard Break

Blocking drains the guard meter. Hold it too long and it shatters — leaving you vulnerable on purpose.

Final Round

One arena.
One winner.

$RUMBLE funds prize pools, season passes and the cosmetics market. It never touches damage, health or frame data — matches stay decided by the player.

Training Mode

How to
Play

Ten inputs. First to two rounds. Everything else is what you do with spacing, meter and the read.

Inputs

Ten buttons,
no manual

Every advanced action in Rumble Club is built from these ten. There are no motion inputs to memorise before your first match — dash into a heavy and you already have a combo.

← →Move
Jump
Crouch
JLight attack
KHeavy attack
LKick
USpecial
IGrab
SHIFTGuard
SPACEDash

Full remapping and controller support in Options. Directional inputs shown for keyboard.

Combat Philosophy

The five-beat
loop

Random aggression rarely beats a player who knows this sequence. Every beat opens a door and leaves one behind you.

  1. Attack

    Start something. A light poke costs almost nothing to recover from; a heavy commits you for real frames.

  2. Defend

    Block and you take chip pressure on the guard meter instead of damage. You survive, but the clock is running against you.

  3. Read

    Watch the habit. Do they always dash after a blocked heavy? Do they mash light on wake-up? The read is the actual game.

  4. Counter

    Hit them as their own attack starts. Counter hits pay extra damage, longer stun and meter, and open routes that don't exist otherwise.

  5. Punish

    Convert. This is where your practised route earns its time — the difference between 12% and a round.

Systems

What each
mechanic does

SystemWhat it doesWhat it costs you
CombosChain light, heavy, kick and special into routes that change with position, meter and opponent weight.Every extra hit is a frame you can't block in.
LauncherSend the opponent airborne and extend into an air combo.Gravity scaling rises with each airborne hit, so infinites are off the table.
CounterHitting during their startup pays extra damage, stun, meter and unique animations.You have to guess when they'll commit.
GuardBlocking absorbs heavy attacks and buys you time to think.Guard pressure drains the meter. At zero: guard break, and you're open.
ParryPerfect timing stops pressure dead, generates meter and triggers a slowdown.Mistime it and you're standing in the middle of their combo.
GrabBeats players hiding behind block. Forward, back, command, air and combo throws.Whiffed grabs are the cleanest punish in the game.
RageBelow a critical health threshold you gain damage, a rage attack and extra routes.Once per round only — and being nearly dead is still being nearly dead.
Rumble Meter

Three levels,
one bar

Meter builds when you attack, block, counter, combo — and when you take damage. Spending it is a whole layer of strategy on its own.

Level 1 — Special

An enhanced version of a character attack. Cheap, safe, and usually the right answer.

Level 2 — Break

Escape pressure you shouldn't have survived, or extend a combo past its natural end.

Level 3 — Ultimate

The fighter's signature cinematic attack. Save it, bait it out, or lose the round holding it.

CounterUppercutAir KickDashHeavy PunchFinisher
Modes

Where you'll
spend your time

Arcade

Fight up a ladder of increasingly difficult opponents. Intro, rival battle, dialogue, final boss, unique ending — and a little more of who runs the tournament.

Ranked

Ten tiers from Rookie to RUMBLE KING. Skill-based matchmaking, seasonal resets, no pay-to-climb.

Casual

No rank on the line. Test fighters, try strategies, take the matchup you keep losing.

Training

Configure enemy behaviour, health, meter, blocking and counter state. Read damage, combo count, frame advantage and input history live.

Combo Trials

Five tiers per fighter, from a 3-hit string to a maximum-damage route. Completing them teaches the character faster than a hundred matches.

Story

Several fighters, one operation. Chapters follow different characters until their paths collide in the final stages of the tournament.

Easy to understand. Difficult to master.

Move. Punch.
Kick. Block. Fight.

Season Rewards

How to
Earn

Rewards come from what you can do with a controller, not from what you hold. Here is every path, and what each one actually pays.

The one rule

Nothing you
earn hits
the balance

Character mastery unlocks outfits, palettes, player cards, victory poses, intro animations and titles. It never raises damage, health, speed or frame data.

$RUMBLE buys entries, cosmetics and passes. It cannot buy a frame of advantage. A wallet with nothing in it and a wallet with everything in it enter the same round with the same fighter.

Six paths

Where the
rewards come from

Ranked seasons

Each season allocates a fixed reward pool from the Fight Rewards treasury. Your share is set by final tier and matches played, so climbing and staying active both count.

Pays: season pool share · tier badge · palette unlock

Tournament brackets

Open brackets run weekly. Entries go into the prize pool, the protocol takes a small cut for the treasury, and the rest is split across the top finishers.

Pays: pooled entries · bracket title · qualifier seed

Combo trial bounties

Every fighter has five trial tiers, from a 3-hit string to a maximum-damage route. Each tier pays a one-time bounty the first time you clear it, per fighter.

Pays: one-time bounty · profile item · trial cosmetic

Cosmetics market

Costumes, gloves, masks, jackets, hairstyles and victory animations you unlock through mastery can be listed and traded. Creators of community skins take a royalty on resale.

Pays: sale price · creator royalty

Arena hosting

Stake $RUMBLE to host a persistent lobby on one of the eight arenas. Hosts earn a share of the entry fees paid in their room and can set their own house rules.

Pays: share of room entries · host badge

Rival challenges

Weekly community challenges pulled from the rival system — beat a boss under a time, clear arcade without dropping a round, win ten with a fighter you've never used.

Pays: challenge pool split · seasonal title

Ranked Rumble

Season pool,
by tier

Ten tiers, one pool. Percentages below are the share of each season's Fight Rewards allocation, divided among everyone finishing in that tier — so a crowded tier pays less per player and the top of the ladder stays worth climbing to.

TierRequirementShare of season pool
Rumble KingTop 100 global18%
ChampionTop 1%15%
GrandmasterTop 3%13%
MasterTop 8%12%
EliteTop 15%11%
WarriorTop 25%9%
ChallengerTop 40%8%
BrawlerTop 60%6%
FighterTop 80%5%
Rookie30 ranked matches3%

Season length: 8 weeks. Minimum 30 ranked matches to be eligible for a share. Structure is the proposed model and will be tuned with the community before season 1.

Read this part

What this
isn't

Not yield

Rewards are funded by season allocations and by entry fees other players pay. They are not interest, and there is no promised return for holding.

Not pay-to-win

No purchasable item changes damage, health, speed or frame data. Cosmetics stay readable so competitive clarity is never traded for a skin.

Not guaranteed

Token value can go to zero. Play Rumble Club because the fighting game is good; treat anything you put in as money you can lose.

Earn it in the arena

Every hit
matters

$RUMBLE

Token-
omics

One billion tokens, fixed supply, no mint function. Here is where every one of them goes and what they can actually be spent on.

Supply

1,000,000,000
$RUMBLE

Fixed at genesis. Liquidity is locked at launch, the team allocation sits behind a twelve-month cliff, and the contract address is published on this page the moment it is deployed — not before.

Ticker

$RUMBLE

Chain

Solana  ·  SPL

Contract

Published here at deploy. Anything circulating before then is not us.

Allocation

Where the
supply sits

Reaches players Held by the project
  • Fight rewards & seasons40%
    400,000,000 · released across 48 months · funds ranked season pools, trial bounties and challenge payouts
  • Liquidity20%
    200,000,000 · paired and locked at launch
  • Team & contributors15%
    150,000,000 · 12-month cliff, then linear over 24 months
  • Ecosystem & tournaments12%
    120,000,000 · seeded prize pools, qualifiers, event partners, community skin program
  • Treasury8%
    80,000,000 · development, servers, audits, netcode work
  • Community & airdrop5%
    50,000,000 · playtesters, early ladder, bug bounty, first season entrants
Utility

Four things
it buys

And one thing it will never buy: an advantage inside the round.

Tournament entry

Bracket and lobby entries. Fees pool into the prizes for that event, minus a treasury cut.

Cosmetics market

Settlement currency for costumes, palettes, poses and community skins — plus creator royalties on resale.

Season pass

Unlocks the seasonal cosmetic track and trial bounties. Free tier still plays every mode and every fighter.

Roster votes

Holders vote on the order fighters and arenas ship in — never on frame data, damage or matchup balance. Balance is the studio's job.

Release schedule

Unlocks, in
plain numbers

AllocationAt launchCliffSchedule
Fight rewards2%NoneLinear, 48 months
Liquidity100%NoneLocked 24 months
Team0%12 monthsLinear, 24 months
Ecosystem5%NonePer event, 36 months
Treasury10%NoneQuarterly, 36 months
Community50%NoneRemainder over 12 months

Figures describe the proposed model in the whitepaper. Final parameters are confirmed at deployment and published with the contract address.

Not live yet

Buy $RUMBLE

The token is not deployed. When it is, the buy link and the verified contract address appear right here — and nowhere else first. Treat every other address as fake.

Game design document · v0.9

White-
paper

The complete design of Rumble Club — world, systems, roster, arenas, modes and art direction.

01 · Overview

Rumble Club is a competitive 2D pixel-art fighting game built around fast 1v1 battles, martial-arts-inspired fighters, precise combos, defensive reads, counters and high-impact finishing attacks.

It takes inspiration from the depth and intensity of classic fighting games while building its own identity through handcrafted pixel animation, modern combat systems and a gritty underground tournament world. Every fighter has a distinct discipline, personality, movement style and tactical advantage.

Enter. Fight. Adapt. Dominate.

02 · Game Vision

Four pillars hold the design together:

  • Skill — victory comes from understanding timing, spacing, combos and your opponent.
  • Identity — every fighter should immediately feel different.
  • Impact — punches, kicks, counters and specials must feel heavy and satisfying.
  • Replayability — players keep discovering new matchups, strategies, combos and styles.

Rumble Club should be simple enough to begin fighting immediately while offering enough mechanical depth for competitive players to master.

03 · The World of Rumble Club

The world has entered an era where traditional martial arts have been pushed underground. Illegal fighting organisations recruit the world's strongest combatants into a global tournament known simply as Rumble Club.

There are no teams. There are no second chances. Every fighter enters for a different reason: money, revenge, power, honour, freedom, survival.

The tournament travels between hidden arenas around the world — underground fight clubs, neon rooftops, abandoned industrial complexes. At the centre of it stands an unknown organisation controlling everything from the shadows.

04 · Core Gameplay

Rumble Club is a 1v1 competitive fighting game. Each match runs Round 1, Round 2 and a Final Round; the first fighter to take two rounds wins. A typical match lasts two to five minutes, which keeps battles fast and encourages immediate rematches.

05 · Basic Controls

The control layout is deliberately accessible: move, jump, crouch, light attack, heavy attack, kick, special attack, grab, guard and dash. Advanced actions are created by combining these basics — a low entry barrier without sacrificing competitive depth.

06 · Combat Philosophy

Attack → Defend → Read → Counter → Punish

Random aggression should rarely be enough to defeat an experienced player. Players must understand when to pressure, retreat, block, counter, grab, commit to a combo and spend meter. Every action creates an opportunity and a risk.

07 · Combo & Launcher System

Every fighter has unique combo routes. A basic combo may be Light → Light → Heavy. An advanced sequence can become Low Kick → Launcher → Air Combo → Dash → Heavy Strike → Special.

Expert players discover optimised routes based on position, meter, opponent weight, arena location and counter hits. Combos should feel expressive rather than completely predefined.

Certain attacks launch opponents into the air, creating temporary windows for extended combinations. Repeated airborne attacks increase gravity scaling, which prevents infinite combinations while still rewarding technical execution.

08 · Counter, Guard, Parry, Grab

Counter. Landing an attack while the opponent begins their own triggers a counter hit: extra damage, longer stun, unique animations, combo opportunities and meter gain.

Guard. Players can defend, but repeated blocking creates guard pressure. The guard meter drains against powerful attacks, and when it empties the defender suffers a guard break and becomes temporarily vulnerable. Nobody hides behind block forever.

Parry. Perfect timing immediately before an attack lands stops incoming pressure, creates a counter opportunity, generates meter and produces a dramatic slowdown. Powerful, but incorrect timing leaves the player exposed.

Grab. Grabs defeat players who rely excessively on blocking. Fighters may have forward throws, back throws, command grabs, air grabs and combo throws — and certain grapplers build their entire playstyle around them.

09 · Rumble Meter & Rage

A meter sits beneath the health bar, filling as players attack, block, counter, take damage and perform combos. It spends in three tiers: Level 1 Special (an enhanced character attack), Level 2 Break (escape pressure or extend a combo), and Level 3 Ultimate (the fighter's signature cinematic attack).

When health drops below a critical threshold the fighter enters Rage: increased damage, access to a rage attack, additional combo routes. Rage can only be activated once per round, which makes being close to defeat dangerous for both players.

10 · Pixel Impact System

High-detail pixel effects make every attack feel powerful. Heavy hits create screen shake, pixel shockwaves, hit-stop, sparks, dust, blood, environmental particles and camera zoom. The visual language communicates the strength of an attack immediately.

11 · Fighters

Rumble Club launches with a focused roster of approximately twelve fighters, each representing a different combat philosophy.

  • RYUJI — The Striker. Kyokushin-inspired karate. High damage, strong counters, excellent mid-range attacks; limited mobility.
  • AXEL — The Street Fighter. Underground boxing. Fast combinations, strong pressure, excellent counter punches; limited kicking range.
  • KAIRA — The Shadow. Ninjutsu-inspired combat. Speed, mobility and mix-ups; low health.
  • TITAN — The Grappler. Wrestling and Sambo. Extremely high throw damage, high health, strong close-range pressure; slow movement.
  • VEX — The Kickboxer. Muay Thai and kickboxing. Knees, elbows, powerful kicks, strong corner pressure; limited defensive tools.
  • HANZO — The Master. Traditional martial arts. Balanced offence, reliable counters, strong defensive tools; few extreme advantages.

12 · Fighter Archetypes

The full roster can contain striker, grappler, rushdown, counter fighter, defensive fighter, trickster, balanced fighter, heavyweight, glass cannon, technical fighter, zoner and hybrid. Different archetypes ensure every matchup demands a different strategy.

13 · Arenas

Battles take place across highly detailed pixel-art locations: Neon Alley, Underground Club, Tokyo Rooftop, Abandoned Subway, Industrial Factory, Dragon Temple, Fight District and Desert Pit.

Stages should feel alive — moving trains, spectators, rain, lightning, fire, vehicles, neon advertisements and environmental destruction. Certain heavy attacks cause background objects to react. The arena stays visually dynamic without ever interfering with competitive readability.

14 · Modes

Arcade. Fight through increasingly difficult opponents. Each character has an intro sequence, rival battle, dialogue, final boss and unique ending; completing it reveals more about the organisation running Rumble Club.

Rivals. Every fighter has at least one rival, with short pixel cinematics before important battles — former master versus student, brother versus brother, champion versus challenger, detective versus criminal, mercenary versus target.

Story. The campaign follows several fighters simultaneously as they discover the tournament is being used to identify the world's strongest fighters for a secret operation. Compact enough that fighting stays the focus.

Ranked. Ten tiers — Rookie, Fighter, Brawler, Challenger, Warrior, Elite, Master, Grandmaster, Champion, RUMBLE KING — with skill-based matchmaking.

Casual. Matchmaking without ranking pressure: test fighters, practise combos, experiment.

Training. Configure enemy behaviour, health, meter, blocking, counter state, combo reset and attack recording, with live readouts for damage, combo count, frame advantage, attack properties and input history.

Combo Trials. Five tiers per fighter, from a beginner 3-hit combo through launcher, counter and meter-extension routes to a maximum-damage master trial. Completing trials rewards cosmetics and profile items.

15 · Progression & Cosmetics

Players earn Fighter XP by using individual characters. Mastery unlocks alternate outfits, colour palettes, player cards, victory poses, intro animations, titles and character lore.

Progression never increases damage or competitive statistics.

Cosmetic customisation covers costumes, outfit colours, gloves, masks, jackets, hairstyles, intro poses and victory animations — always protecting competitive readability, and never granting a gameplay advantage.

16 · Art & Animation Direction

Rumble Club uses a high-detail 2D pixel art style. The goal is not retro simplicity: the game should feel like a modern fighting game created entirely through pixel art — detailed sprites, strong silhouettes, dynamic lighting, neon environments, dramatic shadows, smooth animation, detailed impact effects and cinematic backgrounds. Large sprites preserve facial expression and fighting detail.

Animation prioritises readability. Every attack contains startup, impact and recovery, and important attacks have unique silhouettes so experienced players recognise them instantly. High-priority characters carry hundreds of handcrafted frames across idle, walk, run, block, crouch, jump, punches, kicks, throws, counters, knockdowns, specials and victory poses.

17 · Camera & Audio

Although gameplay is 2D, cinematic camera work enhances key moments: dynamic zoom, hit zoom, screen shake, ultimate framing, round-start sequences and KO slowdown — spectacle without costing readability.

Every fighter should sound physically distinct. Heavy punch impacts, sharp kicks, clothing movement, blocks, parries, arena crowds, fighter voices and environmental ambience. The soundtrack combines electronic, hip-hop, industrial and Asian percussion, with a battle theme per arena.

When health reaches zero: K.O. Time briefly slows, the final attack lands with extra impact, and the defeated fighter falls with a unique animation.

18 · Competitive Philosophy

Easy to understand. Difficult to master.

A new player should be able to move, punch, kick, block and fight. A competitive player should be thinking about frames, distance, matchups, counters, meter, combos and conditioning. Accessibility without removing depth.

19 · Long-Term Content

Future updates can introduce new fighters, new arenas, alternate costumes, new story chapters, tournament events, seasonal ranked competitions, community challenges and new arcade bosses. Adding a fighter should feel like adding an entirely new way to experience the game.

20 · Brand Identity

  • Name — Rumble Club
  • Genre — 2D pixel fighting game / competitive fighter
  • Gameplay — 1v1 martial-arts combat, combos, counters, parries, throws, meter management, competitive PvP
  • Visual style — modern high-detail 2D pixel art
  • Tone — underground, competitive, raw, stylish
  • Core fantasy — enter an underground global tournament and prove your fighter is the strongest
  • Tagline — EVERY HIT MATTERS.  ·  Alternative: ONE ARENA. ONE WINNER.

21 · Final Vision

Rumble Club is built around the purity of two fighters entering the same arena. No armies. No equipment advantages. No random power. Only movement, timing, knowledge and execution.

Every mistake can be punished. Every counter can change the round. Every fighter has a path to victory. The rest depends on the player.

Rumble Club — every hit matters.
Ready

One arena.
One winner.