Build your club
Choose from thirty fictional clubs, play quick matches or a season, and develop your squad through training, coaches and equipment.
Live5v5 arcade basketball
Take the open shot. Find the extra pass. Pick one of thirty clubs and play a quick 5v5, or take it through a 24-game season to the playoffs.
Free to start. Play as a guest or sign in for cloud saves across devices. Optional purchases are available. Questions? Read the FAQ.

How a possession plays
Steer the player with the ball. The other nine run the floor on their own, so you only think about the next decision.
A timing bar fills while you hold. Let go inside the green window and the shot gets a lift. Miss it and the rim gets stingy.
Defense collapsing? Pass to the open teammate. Passes do not go through bodies, so pick your lane.
Tap Defend to switch to the closest defender and get a hand up. Fouls, free throws, the shot clock and the eight second rule are all live.

LIL
Its own floor, building and badge.
Thirty clubs
Every club has its own floor, its own building and its own badge. Tap a badge to meet the club and its home and away colors. Change teams any time from the roster.
The crowd
The home end stands for home baskets and slumps for visiting ones. The keen fans stand first. A big play starts a wave.
A fictional commentary crew opens every matchup and reads the game from real numbers: records, ratings, leaders, the score.
Starting fives dealt as cards before the tip, quarter break cards, and a full box score at the final buzzer.
Stamina is real. Sub tired legs at the next stoppage, pick a coach and a scheme, spend earned coins on power ups and court styles.
Two ways to play
Quick Match drops you straight into a game against any club in the league. Season is the long road: 24 fixtures, a live table, and an eight team knockout bracket at the end. Finished seasons stay in your archive.


Choose from thirty fictional clubs, play quick matches or a season, and develop your squad through training, coaches and equipment.
Start as a guest with device saves, or sign in for cloud saves across devices. The store offers optional Hoopers Pass access, currency and packs; review each current offer and its benefits before buying.
React and TypeScript power the game interface, with Three.js for the 3D court and athletes and custom native mobile shells. RevenueCat manages the store offerings and purchase access.
Questions and answers
Answers come from the game's own data and code, so the numbers match what you see in play. 109 questions in 8 groups.
Four quarters. You choose 1, 2 or 3 minutes per quarter in Settings, so the game clock runs from 4 to 12 minutes. New saves start at 2 minutes a quarter. Stoppages and breaks add real time.
Five a side. Each club also has up to 5 reserves, and the bench rotates in at stoppages. You can send a reserve in yourself from the clipboard.
You play overtime. It is another period as long as a quarter, and it repeats until one side is ahead.
24 seconds. If it runs out, the other side gets the ball.
3 timeouts for the whole game. Open the clipboard and tap Call timeout. The button shows how many you have left.
A foul on a shooter sends him to the line for two or three free throws, or one if the shot went in. The 2nd team foul in a quarter, and every one after it, sends the other side to the line for two free throws.
Nothing is saved for that match. There is no result, you earn no coins, and a season game stays next in line. Pausing is safe, so use that if you only need a break.
Each player has ten ratings and an overall number. Among players who can take the floor, overall runs from 60 to 94. A higher number means a better shooter, passer, rebounder or defender, or a quicker, stronger, longer player.
30 clubs and 588 players. 486 of those players have full ratings and can play, and every club has at least five of them.
By default the game starts your club's best rated players: the top three by overall plus the best fitting pair behind them, or the first five on the club depth chart if it has one. You can pick your own five with Edit lineup, and send reserves in from the clipboard during a match.
Tap Edit lineup on the Team tab, or Lineup on your club's Roster screen, then tap two players to swap them. The first five reserves on the bench are your rotation. Best lineup puts the automatic pick back, and your choice is saved for your next game.
Yes. Open the clipboard during a match, tap a starter, then tap the reserve to send in. The change happens at the next stoppage. Your bench has up to five reserves, and the coach also rests tired players unless you turn that off.
G is a guard, F a forward and C a center. Players in the game are listed as C, C-F, F, F-C, F-G, G and G-F. A pair like G-F means a player who splits the two.
The total of ten players' overall ratings: the club's best five and the next five by depth chart or rating. Across the league it runs from 745 to 795. Depth counts.
Yes. Your first pick is free. After that, tap Change team on the Team tab and confirm. Joining another club costs 250 to 2,000 coins, and stronger clubs cost more. A season in progress ends, and goes to your history as abandoned if you had played games. Coins, coaches and gear stay.
Each coach unlocks an offense and a defense for your club. Six coaches are in the game, and the ones sold for coins cost 600, 900 and 1,200 coins.
When the visitors' colors are too close to yours, the visiting side switches to an alternate kit so you can tell the two teams apart.
Tap a teammate. With the Buttons scheme you can also tap Switch, and double-tap it to jump to your ball handler or best defender. On a keyboard use Q and E. On an Xbox pad use LB and RB.
With the ball, tap Move on touch, press L or Shift on a keyboard or B on an Xbox pad. Steer as you press: sideways into a tight man spins, away from the rim retreats, toward it euro steps. Right stick flicks work too. Beat a defender badly and he can stumble or fall.
Hold the round button and let go in the green. On a keyboard hold J or Space. On an Xbox pad hold A or RT. The green is biggest near the rim.
With the Buttons scheme tap Pass and aim with the stick. With Tap to play, tap the teammate. On a keyboard press K or R. On an Xbox pad press X or LT.
Buttons gives you a stick plus Pass and Switch buttons. Tap to play drops them. You tap a teammate to pass or switch, tap the floor to move and drag to steer. Both keep the round shoot and defend button.
Open Settings, then Keyboard or Controller. Pick an action and press the key or button you want. On a keyboard you can also switch between the J K L and Arrow keys layouts. A key already in use swaps over. Movement keys, the D-pad and the home button stay reserved, and Reset restores the defaults.
Any controller your browser or phone reports as a gamepad. Xbox, PlayStation and Switch pads are recognised and shown with their own button names. Other pads show numbered buttons. Connect it and press a button to wake it up.
Yes. Turn on Left-handed layout in Settings under In the arena. The stick moves to the right and the action buttons move to the left.
Tap the camera button during a match to cycle Broadcast, Court, Tactical, Arena, Baseline and Sideline. The clipboard sheet has an orbit slider and a follow camera. Your choice is remembered for next time.
Tap the pause button, press P on a keyboard or Menu on an Xbox pad. The game also pauses if you switch tabs or leave the app.
A thin copy of the shoot and defend meter under the score, for when your thumb covers the real one. It starts on. Switch it with Extra timing meter in Settings, or with Line meter in the clipboard sheet.
Open Settings and pick 1, 2 or 3 minutes under Quarter length. It starts at 2 minutes and applies to your own games.
Open Settings. Sound effects and Music have their own switches, and the Volume slider sets the level for both.
Open Settings. Commentary switches the booth voices off, Commentary volume sets their level and Commentary captions shows or hides the subtitles.
It stills the menus and the match camera. It also holds controller vibration off while it is on.
Open Settings, then Help and privacy, and tap Replay tutorial. It appears at your next tip-off. During a match, the clipboard sheet also has a How to play button.
Open Settings and tap Reset progress at the bottom, then confirm. It clears your season, earned coins, gear and records on this device. It cannot be undone.
Short clips of your best moments, up to 12 seconds each. The game keeps up to 40 and you can pin up to 15 to keep. Find them under Settings, Replays, All replays.
Yes. Settings has a Home screen section with four scenes. Pick one and adjust the player size, height and shadow.
24 regular-season games, 12 at home and 12 on the road, followed by the playoffs if you qualify.
No. Your 24 games are against 24 different clubs, and none comes up twice. The league has 29 other clubs.
You play your own games in full. The rest are simulated from team ratings with some randomness while you play, so the table is live but those games are not played out.
It opens after your game 12 and runs to the end of the regular season. The All-Star contests are on the Events screen, and results you post during the break go into your season record.
Yes. Tap Abandon season at the bottom of the Season screen. It moves to your history as abandoned. Your coins, coaches and gear stay.
A season belongs to one club, so changing clubs ends it. If you had played games, it goes to your history as abandoned. Your coins, coaches and gear stay.
The season goes into your history with its result, anywhere from Champions to Missed the playoffs. A button then starts the next season, one year on.
By wins minus losses first, then by points scored minus points allowed. Your place among the clubs in your own conference sets your playoff seed.
Finish in the top 6 of your conference and you are in. Seeds 7 to 10 go through the play-in, and everyone below that misses out. Seeds come from wins minus losses, then point difference.
Seeds 7 to 10 in each conference play single games. 7 v 8 decides the 7 seed and 9 v 10 knocks one club out. The two other clubs then play for the 8 seed.
First round: best of 3, Conference semifinals: best of 3, Conference finals: best of 5 and The Finals: best of 7.
The higher seed. Best of 3: the higher seed hosts games 1 and 3. Best of 5: the higher seed hosts games 1, 2 and 5. Best of 7: the higher seed hosts games 1, 2, 5 and 7.
Your season is over. The league plays the bracket out without you and crowns a champion. The season goes into your history, and you can start the next one.
Four rounds: First round, Conference semifinals, Conference finals and The Finals.
Champions get 2,000 coins and 600 XP in the Summer League, 5,000 coins and 1,500 XP in the Hoopers Cup and 1,600 coins and 500 XP in the Rising Stars. Lower finishes pay less, and the prize tables list every step.
Rising Stars costs 300 coins. Hoopers Pass members enter these free. The other events are free.
30 clubs take part. Clubs are drawn into groups of 5 inside each conference, and you play 4 group games. Eight clubs advance to the quarterfinals, semifinals and final, all single games. It runs inside a season, and you can enter once per season.
Hoopers Cup opens while a season is running, once per season. Rising Stars opens after you finish the Summer League. Summer League is open from the start.
Your second unit is the next five players behind your club's automatic starting five, by depth chart or rating. Summer League and Rising Stars use it, so your starters sit out.
Yes, to champions. Winning the Hoopers Cup earns Midnight Court. Winning the Rising Stars earns Chrome Ball. It stays in your Locker for good.
One player from your club. You pick from your club's six best for that event: the best shooters for the 3-Point Contest, the most athletic players for dunks and the quickest handlers for skills.
5 racks of 5 balls. The last ball of each rack is the money ball, worth 2 points. The rest are worth 1. You have 60 seconds, and a perfect round scores 30.
Two dunks a round. Pick a dunk, then time the takeoff and the finish on the meter. Five judges score each dunk out of 10, so a round tops out at 100. A harder dunk can score more but has a thinner green, and a failed dunk still earns a low score.
Four stations in a row: the cones, a chest pass, a bounce pass and a jumper. Your player handles the cones. You time the two passes and the jumper on the meter. Each miss adds 3 seconds, the 60 second limit caps your time, and the lowest time wins.
They are simulated from each rival's ratings, not played out. Your own score is what you play on the meter, and the top scorers go on to the final round.
Dunk Contest opens at Hooper level 2 (250 XP) and Skills Challenge opens at Hooper level 3 (750 XP). The others are open from the start.
3-Point Contest costs 200 coins and pays 1,500 coins to the winner, Dunk Contest costs 250 coins and pays 1,800 coins to the winner and Skills Challenge costs 200 coins and pays 1,500 coins to the winner. Hoopers Pass members enter free.
The first level of a drill costs 250 coins and the last costs 3,500. One drill to level 10 is 14,450. All five drills come to 72,250.
Shooting, Speed, Defense, Stamina and Passing. Every drill upgrades your whole five, and each level adds a small boost. For example, one Shooting level gives +2% make odds, wider sweet spot.
Level 10 in each drill. Your club level adds the drills together, so the most is 50.
A camp adds one level to every drill it covers for 15% less than buying them one by one. There are four: Scorer's Camp, Stopper's Camp, Athlete's Camp and Full Team Camp.
They add on top, and the total never goes past level 10. The Starter Pack, for one, gives +1 on every drill while you own it.
Six legends rated 94 to 97. Open Training from the Team tab, then Legends. Sign one for 30,000 coins or with a Superstar Signing from the shop. The legend starts from your next game.
They start in place of your lowest-rated starters, up to three. Extra legends come off the bench.
From missions, challenges and event prizes, plus a one-time XP bonus for your first win. Otherwise a game pays coins but no XP. XP raises your Hooper level, which opens Dunk Contest and Skills Challenge.
Level 2 needs 250 XP in total. Each level after that costs 250 XP more than the one before, so level 5 needs 2,500 and level 10 needs 11,250.
Daily goals reset at midnight UTC and weekly goals at midnight UTC on Monday. Season goals appear when a season starts and reset with the next one.
3 daily goals and 3 weekly goals at a time, picked from 11 daily and 8 weekly goals. Two goals never count the same stat.
Yes. When a goal is full, open Events, switch to Missions and tap Claim. The coins and XP are paid once.
Career goals that each pay once, like Street credentials and Under the lights. There are 12 of them, on the Challenges tab of Missions.
Street court: win 3 Quick Matches. Rooftop court: reach the playoffs. Beach court: 2,400 coins or Hoopers Pass. Pick a court for Quick Matches in the Locker, on the Gear tab.
Every game pays 350 coins for a win or 120 for a loss, plus 4 for every point you score. The Hoopers Pass doubles match coins. Missions, challenges and event prizes pay more, and Pass members can claim 500 coins a day.
500 coins, plus one charge each of Hot Hand, Fresh Legs and Lockdown.
Three charges of one power-up. Hot Hand costs 300 coins, Fresh Legs costs 250 coins, Lockdown costs 300 coins, Green Light costs 400 coins and Hands Up costs 400 coins.
Tap it during a match when it pops up. Each tap spends one charge. Hot Hand lasts 20 seconds, Fresh Legs works instantly, Lockdown lasts 20 seconds, Green Light lasts 30 seconds and Hands Up lasts 20 seconds.
Six sizes: 1,000, 6,000, 14,000, 32,000, 90,000 and 200,000 coins. The store sets the price, so open the Locker to see it in your own currency.
The store sets the price and shows it in your own currency when you open the Locker. This help lists what each item gives and leaves the price to the store.
It is a monthly subscription that gives you 2x coins from every game; 500 coins a day, claimed in the Locker; +1 on every Training drill; an exclusive jersey each month; free entry to Rising Stars, 3-Point Contest, Dunk Contest and Skills Challenge; Beach court unlocked.
Open the Locker, stay on the Coins tab and tap Restore purchases. The game re-checks your purchases and adds anything missing. Each purchase is credited once. On a new device, sign in with the account you bought on first.
In the Locker's Coins tab, which shows what the store offers. The iPhone and Android app sells coin packs, bundles and the Hoopers Pass through the App Store or Google Play, and the web version sells them through web checkout. Sign in with the same account and the coins you buy on any device land in that club.
Almost. Gold Arena, Gold Ball and Coach Crown come only with the Owner Suite. Everything else in the Locker has a coin price.
You find them in the Locker's Moves tab. Your club celebrates with the dance you equip. Every dribble move you own is in your ball handlers' bag in your matches, with a small edge, even for players who have not learned it yet. Dances cost 600 to 1,350 coins and dribble moves 900 to 1,800.
No. Hoopers Court has no ads.
Tap the Online tile on Home. Sign in, pick a club and tap Invite a friend. Send the code or link. Your friend opens it, picks a different club, taps Accept and join, and you both tap I'm ready.
Yes. Your online record lives on your account, and your friend sees your name. You can sign in with an email code or a username and password.
No. Online matches start from an invite code or link, so you need a friend to play.
Four quarters of 1 minute, with a 24 second shot clock. Your quarter length setting does not change it.
No. Online games use stock rosters, so Training Center levels, legends, coaches, shop boosts and power-ups stay out. Both sides start level.
No. Online games do not touch your coins, missions or season. They add to your online record instead.
No. Each player needs a different club. If you pick the same one, the game tells you and you cannot ready up until one of you changes.
No. As a guest your progress saves on this device. An account adds a cloud save, carries purchases to other devices and puts your wins on the leaderboard.
Yes, when you are signed in. Sign in with the same account on another device and your club follows you. If both devices changed, the two saves merge.
With an email code, or with a username and a password. The email code works for new and existing accounts, and you can add a password to it if you like.
It attaches an email to your club so you can recover it and sign in on any device. Everything on this device comes with you.
It stays on this device, and you carry on as a guest. Sign in again to bring your cloud save back.
When you win a game while signed in, your points go on the board on the Account screen. It ranks the most points in a win, and each entry shows the club's Training level and legends at the time.
Open Account and tap Delete account. Confirm with your password, or with a code sent to your email. It deletes your cloud save, leaderboard scores and shop records. Store purchases stay with your App Store or Google Play account.
The game reconnects you on its own and shows a Reconnecting badge. While you are gone, your side plays on autopilot. Conceding or leaving for good ends the match as a forfeit.
Invites only work for a limited time. Open Online from Home and tap Invite a friend to make a new one.
If your account has an email, choose Email code on the Account screen and sign in with the code sent to it. If it has no email, add one from the Account screen before you need it.
Your progress stays on the device and the game keeps playing. It syncs to your cloud save when your connection returns.
The saves merge. Coins, wins and XP keep the gains from both sides, and owned gear and coaches only grow. Settings follow the device you changed them on.
Open Settings, then Help and privacy, and tap Contact us to send a message from a form. Support and the Privacy policy are in the same place.
Still need help?Support pagePrivacy policytonyebrown.com@gmail.com