Skill
Wins come from timing, spacing and reading your opponent — not from stats, gear or spend.
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.
Wins come from timing, spacing and reading your opponent — not from stats, gear or spend.
Every fighter has their own discipline, weight, movement and tactical edge. You feel the switch instantly.
Hit-stop, screen shake, pixel shockwaves and sparks. A heavy punch has to land like a heavy punch.
New matchups, new combo routes, new reads. The roster is built so mastery never finishes.
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.
Heavy kicks and punishing counters at mid range. Pays for it with slow movement.
Relentless hand pressure and fast counter punches. Nothing to answer a long leg.
Movement, mix-ups and quick strings. The lowest health bar in the game — one read and it's over.
Enormous throw damage and the deepest health pool. Getting in is the whole match.
Knees, elbows and corner carry. Thin on defensive tools, so the pressure has to keep working.
Fundamentals, clean counters, solid defence. No extreme advantage and no exploitable hole.
The tournament moves. Trains pass, crowds surge, rain falls, neon flickers — backgrounds stay alive without ever competing with the fight for your attention.
Land a hit as your opponent starts theirs. Extra damage, longer stun, unique animation, free meter.
Defend on the exact frame the attack lands. Pressure stops, time slows, the turn is yours. Miss it and you're open.
Blocking drains the guard meter. Hold it too long and it shatters — leaving you vulnerable on purpose.
$RUMBLE funds prize pools, season passes and the cosmetics market. It never touches damage, health or frame data — matches stay decided by the player.
Ten inputs. First to two rounds. Everything else is what you do with spacing, meter and the read.
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.
Full remapping and controller support in Options. Directional inputs shown for keyboard.
Random aggression rarely beats a player who knows this sequence. Every beat opens a door and leaves one behind you.
Start something. A light poke costs almost nothing to recover from; a heavy commits you for real frames.
Block and you take chip pressure on the guard meter instead of damage. You survive, but the clock is running against you.
Watch the habit. Do they always dash after a blocked heavy? Do they mash light on wake-up? The read is the actual game.
Hit them as their own attack starts. Counter hits pay extra damage, longer stun and meter, and open routes that don't exist otherwise.
Convert. This is where your practised route earns its time — the difference between 12% and a round.
| System | What it does | What it costs you |
|---|---|---|
| Combos | Chain 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. |
| Launcher | Send the opponent airborne and extend into an air combo. | Gravity scaling rises with each airborne hit, so infinites are off the table. |
| Counter | Hitting during their startup pays extra damage, stun, meter and unique animations. | You have to guess when they'll commit. |
| Guard | Blocking absorbs heavy attacks and buys you time to think. | Guard pressure drains the meter. At zero: guard break, and you're open. |
| Parry | Perfect timing stops pressure dead, generates meter and triggers a slowdown. | Mistime it and you're standing in the middle of their combo. |
| Grab | Beats players hiding behind block. Forward, back, command, air and combo throws. | Whiffed grabs are the cleanest punish in the game. |
| Rage | Below 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. |
Meter builds when you attack, block, counter, combo — and when you take damage. Spending it is a whole layer of strategy on its own.
An enhanced version of a character attack. Cheap, safe, and usually the right answer.
Escape pressure you shouldn't have survived, or extend a combo past its natural end.
The fighter's signature cinematic attack. Save it, bait it out, or lose the round holding it.
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.
Ten tiers from Rookie to RUMBLE KING. Skill-based matchmaking, seasonal resets, no pay-to-climb.
No rank on the line. Test fighters, try strategies, take the matchup you keep losing.
Configure enemy behaviour, health, meter, blocking and counter state. Read damage, combo count, frame advantage and input history live.
Five tiers per fighter, from a 3-hit string to a maximum-damage route. Completing them teaches the character faster than a hundred matches.
Several fighters, one operation. Chapters follow different characters until their paths collide in the final stages of the tournament.
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.
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.
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
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
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
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
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
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
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.
| Tier | Requirement | Share of season pool |
|---|---|---|
| Rumble King | Top 100 global | 18% |
| Champion | Top 1% | 15% |
| Grandmaster | Top 3% | 13% |
| Master | Top 8% | 12% |
| Elite | Top 15% | 11% |
| Warrior | Top 25% | 9% |
| Challenger | Top 40% | 8% |
| Brawler | Top 60% | 6% |
| Fighter | Top 80% | 5% |
| Rookie | 30 ranked matches | 3% |
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.
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.
No purchasable item changes damage, health, speed or frame data. Cosmetics stay readable so competitive clarity is never traded for a skin.
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.
One billion tokens, fixed supply, no mint function. Here is where every one of them goes and what they can actually be spent on.
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.
$RUMBLE
Solana · SPL
Published here at deploy. Anything circulating before then is not us.
And one thing it will never buy: an advantage inside the round.
Bracket and lobby entries. Fees pool into the prizes for that event, minus a treasury cut.
Settlement currency for costumes, palettes, poses and community skins — plus creator royalties on resale.
Unlocks the seasonal cosmetic track and trial bounties. Free tier still plays every mode and every fighter.
Holders vote on the order fighters and arenas ship in — never on frame data, damage or matchup balance. Balance is the studio's job.
| Allocation | At launch | Cliff | Schedule |
|---|---|---|---|
| Fight rewards | 2% | None | Linear, 48 months |
| Liquidity | 100% | None | Locked 24 months |
| Team | 0% | 12 months | Linear, 24 months |
| Ecosystem | 5% | None | Per event, 36 months |
| Treasury | 10% | None | Quarterly, 36 months |
| Community | 50% | None | Remainder over 12 months |
Figures describe the proposed model in the whitepaper. Final parameters are confirmed at deployment and published with the contract address.
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.
The complete design of Rumble Club — world, systems, roster, arenas, modes and art direction.
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.
Four pillars hold the design together:
Rumble Club should be simple enough to begin fighting immediately while offering enough mechanical depth for competitive players to master.
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.
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.
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.
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.
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.
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.
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.
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.
Rumble Club launches with a focused roster of approximately twelve fighters, each representing a different combat philosophy.
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.
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.
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.
Players earn Fighter XP by using individual characters. Mastery unlocks alternate outfits, colour palettes, player cards, victory poses, intro animations, titles and character lore.
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.
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.
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.
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.
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.
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.