Studio project / 001 · In development

A heist.
A brawl.
A terrible plan.

Meet ManBrawl. A physics brawler about ridiculous criminals, stolen artifacts, and getting out with your dignity almost intact.

Play ManBrawl ↗

Browser prototype · Desktop + touch controls · You versus three bots

Development screenshot of the ManBrawl fighter selection, with Glazeblazer and Lamb Chops lit in pink and blue
Inside the build / Fighter selection lighting study. Development imagery; interface may differ from the browser release.
01 / The idea

Everyone wants the loot.
Nobody plays it cool.

Break the display case. Grab the artifact. Get it to your own colour-coded extraction point before someone knocks it out of your hands. Each extraction opens the next stash; the final getaway wins. Or just be the last one standing.

The fun lives between the plan and the accident: a badly timed jump, an improvised weapon, or a rival carrying your prize in the opposite direction.

Physics firstGrab, shove, swing, stumble.
Heist pressureCarry the prize. Survive the trip.
Personal exitsOne arena. Competing escape routes.
02 / Meet the trouble

Four very bad influences.

Glazeblazer in sunglasses and a flame shirt

Glazeblazer

Hot sauce. Questionable aim. A very flammable personality.

Special / Sauce spray
Lamb Chops in a pink cowboy outfit

Lamb Chops

Brings ribs to a fistfight. Somehow, it works.

Special / Rib shot
Precious with red curls

Precious

Closes the distance with a flying scissor attack.

Special / Scissor lock
The Mumbler in a ragged brown outfit

The Mumbler

A toxic stream with a rather skeletal side effect.

Special / Toxic stream
03 / Behind the scenes

Making the mess.

Notes from a game taking shape: the ideas, the awkward bits, and the decisions that make a fight feel funny.

Design notes / The starting point

From party heist to full-on brawl.

The original 2025 idea was a whimsical heist game: simple controls, slapstick obstacles, and movie-inspired escapes. ManBrawl brings that premise into a competitive arena, where stealing the prize is only half the job.

Character development

The joke becomes the move.

Custom rigged characters give the cast its identity. Their specials extend the joke: hot sauce for Glazeblazer, ribs for Lamb Chops, a flying leg lock for Precious. The challenge is making each move readable in the middle of a chaotic fight.

Look & feel

Big drama. Very silly people.

Pink and blue lighting, fighting poses and bold portraits give the selection screen its attitude. In the arena, impact effects and oversized comic words make the collisions feel louder and more playful.

World building

Four exits change the argument.

When everyone runs toward one getaway, the chase follows one line. Colour-coded extraction points pull rivals in different directions and turn carrying the artifact into a choice about route, timing and risk.

04 / Where it stands

Playable now.
Still becoming itself.

The browser prototype lets you choose a fighter, practice with bots, or join a free-for-all or 2v2 heist online. It is an early build: movement, balance, visual polish and performance are still being refined.

AvailableFFA and 2v2, online or with bots. Desktop and touch controls.
Next upMore arenas, balance and mobile performance tuning.
ExploringSelfie-based custom characters.

Online is an early test with one public four-player room per mode. FFA starts at two players; 2v2 starts at four. Phone controls are new; performance varies by device. The selfie character pipeline is an idea under exploration, not a released feature.

Try the current build ↗