3x3 basketball game · Free in your browser · Beta 0.5.1 · Graphics Overhaul
iMasyour Hoops Basketball Game
Play 3x3 with bot teammates against a bot squad, or go 1-on-1, on three maps of real Jakarta gyms where the iMasyour League community hoops. No download, no account, and it still runs on low-end phones.
Since Beta 0.3, iMasyour Hoops is played 3-on-3. Two bot teammates attack and defend with you, every move has its own animation, and you can customize your player from face to attributes. The latest update is Beta 0.5.1.
One-handed dunk over a contesting defender at Gelanggang Remaja Duren Sawit.The PEMAIN (Player) screen: set skin tone, hair, mustache or beard, headband, and jersey number.
3x3
Bot teammates that move
Bots cut to the rim, space to shooting spots, set screens, and help on defense when the primary defender gets beat.
Animation
Every move reads clearly
Jumpers, layups, dunks, blocks, rebounds, steals, passes, and eight dribble moves, all on a rig with real elbows and knees.
Player
NBA 2K-style attributes
33 attributes across 7 groups shape your speed, shooting, finishing, and the moves you unlock.
Defense: Y/△ jump, X/□ steal, A/✕ switch player, LT/L2 tight defense. Right stick for dribble moves.
Games use FIBA 3x3 rules: shots from beyond the arc are worth 2 points; win at 11 points or have the highest score after 5 minutes (or 21 points and 10 minutes with full FIBA rules); 12-second shot clock; team fouls 7 through 9 give 2 free throws; and the ball must be cleared beyond the 2-point line after every change of possession. Choose Rookie, Pro, or Legend difficulty.
Patch notes · Beta 0.5.1 · Graphics Overhaul
iMasyour Hoops Changelog.
The game is still in beta, now in the Graphics Overhaul phase. Every release is logged here, newest first, under Major Patch, Changes & New Features, Bug Fixes, and Minor Patch.
Minor Patch
Beta 0.5.1 · Graphics Overhaul: The game in 6 languages, with translated release notes
The first Minor Patch since 0.5.0. iMasyour Hoops can now be played in six languages: Indonesian, English, Chinese, Japanese, Korean, and French. Every menu, button, badge screen, and on-court message follows the language you pick, and so do the release notes on the What's New screen and the Game page. Gameplay, ratings, and graphics are unchanged.
Changes & New Features (4)
Language option. The main menu has a Language option: ID, EN, 中文, 日本語, 한국어, and FR. Your choice is saved in this browser, and a link with ?lang= (for example /game/main?lang=en) opens the game straight in that language.
The whole interface is translated. Menus, options, graphics settings, the PLAYER screen, attributes and skills, badge effects, How to Play, touch buttons, banners, and on-court messages now follow the language you pick. Touch button labels are kept short so they fit on a phone screen.
Release notes in 6 languages. Every release note from 0.2 to today is now translated, on the What's New screen and on each language's Game page (/en/game, /cn/game, /jp/game, /kr/game, /fr/game).
Play button per language. The Play button on the English, Chinese, Japanese, Korean, and French Game pages opens the game straight in that page's language.
Bug Fixes (1)
On-court messages still in Indonesian. SCREEN DIPANGGIL, MINTA BOLA, LAWAN TERPANCING!, and shot-form names such as LEMPARAN BEBAS used to appear in Indonesian in every language. They now follow the language you pick.
Minor Patch (2)
Badge names stay. Badge names such as LANGKAH SILAT and BADAN BADAK keep their original names in every language, because they are the badges' titles.
Page language. The game page's language follows the one you pick, so screen readers and browser translators read it correctly.
Major Patch
Beta 0.5.0 · Graphics Overhaul: Full graphics overhaul: 17 graphics settings, new models, planted feet, and two-player contact
The first Major Patch since 0.4: a complete graphics overhaul. The new graphics menu has 17 settings and presets from Low to Ultra, with shadow maps, ambient occlusion, arena reflections, bloom, motion blur, depth of field, and TAA. Player models are rebuilt with shaped bodies and real basketball shoes; lighting, materials, shadows, and a reflective floor are all new; players now have shoulder, wrist, and ankle joints; planted feet stay put on the floor instead of sliding; contact between two players plays out together and their bodies meet cleanly; and every shot type has its own form. Gameplay, release timing, and shooting percentages are completely unchanged.
Major Patch (4)
17 graphics settings. The Graphics menu now has Auto, Low, Medium, High, and Ultra presets, and Full graphics settings holds 17 options: shader, texture, shadow, player, and crowd detail; crowd density; volumetric effects; reflections; color filter; global illumination; ambient occlusion; anti-aliasing; motion blur; depth of field; bloom; max anisotropy; and shader cache. Auto picks a preset from your phone's GPU. Settings only change the visuals; gameplay stays the same. FPS Info shows live fps so you can try presets on your phone.
Planted feet, no more sliding. A planted foot is locked to its spot on the floor, and the knee bends with the body through two-bone IK. The free foot steps out ahead of the body, and the planted sole stays flat. The lock releases on jumps, falls, and dives; when the body turns far, the foot re-steps to a new spot. Before, a "planted" sole slid almost as fast as the body; now it stays put.
Synced two-player contact. Post clashes, contact layups, contact dunks, screen collisions, and and-one bumps now play as paired animations: attacker and defender start on the same frame with locked positions and facing, and their bodies meet cleanly on the contact frame without passing through each other. Whether contact happens is still decided by gameplay as before; only how it looks has changed.
Shot form per shot type. Free throws, 3-point shots, mid-range jumpers, and close jumpers now each have their own form: a different set point, leg drive, and release height. Catch and shoot gets a rhythm dip before rising into the shot. The release timing the shot meter reads is exactly the same, so shooting percentages do not change.
Changes & New Features (7)
32-channel pose rig. Nine new channels: shoulder shrug (clavicle), forearm pronation, wrist bend, and ankle pitch on both sides, plus a lower-waist twist separate from the chest. Shoes are now their own part at the ankle joint, hands pivot at the wrist, and shoulders have their own cap. All old clips still run; new channels rest at 0 when unused.
Soles no longer sink into the floor. Planted soles no longer sink below the floor or float above it. The hips drop by up to 10 cm to keep the planted foot within reach, and the planted foot keeps its facing and a flat sole.
Form variety between players. Release height and set speed in the shot form differ slightly with each player's attributes and height, so not every player shoots with exactly the same motion anymore.
New player models. A shaped torso with broad shoulders and an athletic waist; tapered arms and legs with shaped thighs, upper arms, and calves; shoulders, elbows, wrists, hips, knees, and ankles have joint caps so no gaps show when they bend. V-neck jerseys with armholes, side panels, and numbers that follow the body; flared shorts with side panels and an elastic waistband; socks; and basketball shoes with rubber soles, toe caps, heel counters, padded collars, and laces. Hands now have thumbs, and heads are more detailed with fuller hairstyles.
New lighting and materials. Lighting is per-pixel with key, fill, and rim lights, soft specular, and distance fog. Skin, cloth, rubber, wood, metal, and glass are now distinct materials. Every player casts a shadow that follows their pose, and the floor reflects players and the ball. On the Low preset, shadows fall back to blobs and reflections are turned off so low-end phones stay smooth.
A living crowd. At High crowd detail, fans have varied hair, caps, and hijabs, breathe and clap while watching, then jump and raise their arms on made shots, dunks, blocks, and ankle breakers. On the PLAYER screen, the neck now joins the head cleanly.
Updated arenas. Wooden floors now have planks with grain and a varnish coat; glass backboards with bright edges and metal rims; roof trusses, railings, and light housings are now metal; and wall and bleacher colors vary subtly so they don't look flat.
Minor Patch
Beta 0.4.3 · Open Run: Layup package: reverse, floater, euro, hop step, spin, and a layup meter
The third Minor Patch since 0.4. Finishing at the rim now has a layup package: players who don't meet the dunk requirements stay dangerous inside with standard layups, reverses, floaters, euro steps, hop steps, spin layups, scoops, cradles, and step-throughs. The right stick or your movement direction picks the finish, the layup meter grows and shrinks with the defender, and finishes at the rim fall more often.
Changes & New Features (8)
Layup package. Every player has a layup package based on their ratings and height. Standard layups and floaters are for everyone; reverse, quick scoop, euro step, cradle, hop step, spin layup, step-through, and slow step unlock from Acrobatic Layup, Open Layup, Hands, Agility, Pivot, and Close Shot (see PLAYER · SKILLS). A finish you haven't unlocked becomes a standard layup.
Dunk requirements and slashers. A driving dunk needs Driving Dunk 69, Vertical 69, and a height of 188 cm; a standing dunk needs Standing Dunk 69, Strength 69, and a height of 196 cm. Below those requirements a player is a slasher: layups only, with lots of variety. Your player only dunks when sprint is held as you press shoot; without sprint it is always a layup.
Pick your finish with the stick. Near the rim the right stick picks the finish: up for a standard layup, diagonal up to choose the hand, sideways for a quick scoop (along the baseline it becomes a reverse), down for a floater, diagonal down away from the ball hand for a euro step, toward the ball hand for a cradle. Hold the stick, then let go to release. On keyboard and phone, your movement direction as you press shoot picks the finish with the same pattern, read relative to the rim.
A live layup meter. During a finish, the green zone grows and shrinks with the defender's position, their jump, and body contact. High layup ratings make the zone shrink more slowly and grow faster. The release is judged exactly as it looks on the meter.
The right finish against the right defender. Euro steps and spins get past a defender in front, floaters float over a big waiting at the rim, reverses use the rim as a shield, scoops slip under a defender who has already jumped, cradles and the far hand protect the ball with the body, and the step-through punishes a defender who bit on the fake. Bots pick finishes the same way.
Hop step, spin, step-through, slow step. Tap shoot during a layup for a hop step, double-tap for a spin layup (needs hop step); tapped layups or dunks and flicked finishes time their own release from ratings. After a pump fake, push the stick toward the rim and then shoot for a step-through. Hold LT, E, or POST during a euro step for a slow step (from a post-up: release first, then press again together with shoot): the jump is delayed and a defender who has already jumped comes down first.
Sharper finishes, contact draws fouls. Layups and other finishes at the rim fall more often, so a layup stays a threat inside even when it isn't a dunk. A defender who steps up or jumps into the shooter on a layup or close floater gets called for a foul more often than one who holds position or jumps straight up.
Finishing badges. LANGKAH SILAT now helps every acrobatic layup: euro step, reverse, scoop, cradle, and spin. BADAN BADAK makes contact layups fall more often, and a finish that gets bumped can switch hands in midair without a penalty. SENTIL MANIS applies to every floater, including runners on the drive.
Minor Patch (3)
New animations. One-foot runner for floaters, reverse layup, underhand scoop, two-hand cradle, two-foot hop step, spin layup, step-through, slow step, and midair hand switch.
Ball flight. Floaters arc higher and softer; scoops go slightly higher than a standard layup.
Control hints. The How to Play screen has a new Finishing at the rim section. With a gamepad, the on-screen hint shows right-stick directions when you are near the rim. The PLAYER · SKILLS screen shows the layup package separately from other signature animations.
Minor Patch
Beta 0.4.2 · Open Run: Falls, dives, contact finishes, pass icons, and pick and roll
The second Minor Patch since 0.4. Hard contact can now knock players to the floor, players can dive for loose balls, finishes at the rim have contact animations, and catch and shoot falls more easily than a pull-up. Screens are now fully controllable: pass icons over teammates, pick and roll or pick and pop, slips, side selection, and manual screens.
Changes & New Features (9)
Falling and getting back up. Players can fall on their back or face down and get up on their own: taking a charge, a blocking foul on a drive, a much stronger screen, dunking into a defender who jumped, or a hard foul on a shot at the rim. Hustle shortens the time on the floor, and a fallen player cannot receive a pass.
Diving for loose balls. A ball rolling on the floor 1 to 3 meters away can be chased with a dive (DRIBBLE or SWITCH, J, or B without the ball; on defense also A). A diving player taps the ball to the nearest teammate, because getting up while holding the ball is traveling. Bots with high Hustle dive more often.
Charges. A defender already set in front of a driving ball handler, outside the 1.25 m arc from the rim, can draw an offensive foul. A defender who is still sliding can be called for a blocking foul.
Contact finishes. At the rim, a stronger attacker finishes with a contact dunk or a power layup with a shoulder into the defender; an attacker who loses the physical battle floats and gets knocked off line. The defender can be pushed back or knocked down. Players with high Draw Foul seek out contact on purpose.
Catch and shoot vs. pull-up. Catch and shoot with set feet gets a green window up to 6% wider depending on the Catch and Shoot skill. The new Pull-up skill (Mid-Range, 2-Point Range, Ball Handle, Agility) sets the pull-up window: an average player is better off catching and shooting, but elite pull-up shooters can be better shooting on the move.
Pass icons. Tap SCREEN, Q, or LB: icons appear over your teammates (A and B on gamepad, 1 and 2 on keyboard, jersey numbers on phone). Tap an icon to pass to that teammate, hold it to call that teammate for a screen. In triple threat, tap once more for a pass fake.
Pick and roll and pick and pop. Hold SCREEN, Q, or LB: the nearest teammate comes up to set a screen and rolls to the rim. While holding, push the stick left or right to choose the side, and press RB or R (POST on phone) to switch from roll to pop. A big without a 2-point shot fades to mid-range instead. Tap once more before contact to slip.
Manual screens. With Control: Player lock (auto control always switches to the ball handler), off the ball: tap B or J (SCREEN on phone) for a regular, stronger screen, hold for a short quick screen followed by a roll to the rim. The stick only shuffles the screener slowly, under the moving-screen limit. A bot ball handler uses your screen.
Defense reads the screen. The screener's defender chooses show (steps up to stop the ball, then recovers, leaving the roll open) or drop (sinks to the rim, leaving the pop open). Bot attackers choose roll, pop, or fade from their ratings and how the opponent defends, and slip now and then.
Bug Fixes (3)
Screen decisions were never updated. A defender decided over the top, under, or switch only once per screener for the whole game. Now every screen is read again, and a quick screen is too fast to switch or go under.
Pop didn't really pop out. A popping screener used to just return to a random spacing spot. Now they move to the nearest open spot outside the arc, away from the ball handler.
Your player's screens only hit once. Your player's screen-collision count was never reset, so the same defender could only be held up once per game. Now every new screen is counted from the start.
Minor Patch (4)
New animations. Falling on the back, falling face down, dive, getting up from the back and from the front, contact dunk, power layup, knocked-off finish, catch-and-shoot gather straight from the chest, pump-and-shoot gather from a shot fake, screener opening up for the roll or pop, and the defender's show.
Body rig. A new pose channel at the hips tilts the whole body, so players can lie flat on the floor without sinking into it.
Bot pump and shoot. A bot whose shot fake gets the defender to jump can now rise straight into a shot, as well as attacking the rim.
Control changes. Tapping LB or Q now brings up the pass icons; the pass fake in triple threat becomes the second tap. Hold to screen. RB doesn't sprint while LB is held; RT still sprints.
Minor Patch
Beta 0.4.1 · Open Run: Triple threat: catch, jab, fake, then attack
The first Minor Patch since 0.4. A player who catches the ball no longer starts dribbling right away: the ball is held at the hip in triple threat, ready to shoot, pass, or attack. There are jab steps, rocker steps, rip throughs, jab and go, shot fakes, and pass fakes, with bot defenders who can bite.
Changes & New Features (8)
Triple threat stance. After catching a pass, a rebound, or a steal, the player holds the ball at the hip on the ball-hand side with both hands, pivot foot planted. A light stick only turns the body; push it fully to start dribbling.
Jab steps in four directions. DRIBBLE (phone), J (keyboard), or B and a right-stick flick (gamepad). A side jab is the most explosive, a forward jab makes the defender back off and opens shooting room, a cross jab swings the ball to the other hip, and a backward jab is a rocker step. On keyboard, press J together with a direction key; release the direction and press again for jab and go. The jab foot never steps on a line.
Jab and go. Push the stick right after the jab to explode with no pause; with sprint it is even faster. Going the way of a side jab, or away from a defender who bit, is fastest. Players with high Strength win the bump on the first step, finish at the rim more easily, and can draw a blocking foul.
Rocker step. The jab foot is pulled back while rising as if to shoot. It works best against a defender who didn't bite on the first jab; then attack straight past them.
Rip through. Start a dribble toward the empty hand: the ball is swept low past the knees to the other side and the first dribble uses that hand. A defender who is too close to the incoming hand can be called for a reach-in foul.
Shot fake and pass fake. Tap SHOOT before dribbling = shot fake, and the ball stays live. PASS FAKE (SCREEN button, Q, or LB) swings the ball toward a teammate and pulls it back; the defender and your teammate's defender may jump into the passing lane.
Attacking closeouts and from the corner. A defender running out to close out can be beaten past their shoulder. From the corner, bots choose the baseline when the defender comes from above.
Bots play from triple threat. Bots read their own jabs: they shoot when the defender backs off, attack the other side when the defender shifts, and use a shot fake or a direct attack against a closeout.
Bug Fixes (2)
Catching the ball started a dribble right away. Before, every player and bot who received the ball started dribbling immediately. Now the dribble only starts when the player chooses to attack.
Shot window. Jumpers straight out of triple threat get a 5% wider green window. Pull-ups on the move or right after a dribble move are slightly narrower, unless that player's shooting rating is already very high.
Minor Patch (3)
Traveling. A forward jab followed by going straight ahead can be called for TRAVELING; good Ball Handle and Pivot lower the chance. Bots don't do it.
New animations. Triple threat stance, side jab, forward jab, cross jab, rocker step, first step, jab and go, rip through, pass fake, and defender reactions as they shift or back off. Catches now come down from the chest to the hip, and the pump fake lifts the ball to the forehead with both hands.
Pivot attribute. Pivot now also sets triple threat footwork: how convincing jabs and shot fakes are, and how safe you are from traveling.
Major Patch
Beta 0.4 · Open Run: 53 badges, Fuse & React, dead ball, and game mentality
The second Major Patch of the Open Run phase. Badges are now bought with tokens and must meet height, attribute, skill, and ability requirements; 16 synergy slots can raise a badge all the way to LEGEND. A pump fake kills the dribble, contests are scored in four levels, contact under the rim is decided by physicals, and players can go cold, panic, or catch fire.
Major Patch (8)
53 badges in 6 categories. Finishing 11, Shooting 9, Playmaking 10, Defense 12, Rebounding 5, and Physicals 6. All names, effects, and numbers are iMasyour's own design. Every player on the court, bot teammates and opponents included, now wears badges.
Badge tokens and four tiers. Badges are bought with tokens per category based on your build (Guard, Wing, Big). There are three cost classes: 1/3/4/5, 2/4/5/6, and 3/5/6/7 tokens for BRONZE, SILVER, GOLD, and STAR. LEGEND cannot be bought.
Four badge requirements. Each tier is checked in order: height, attribute, combined skill, then ability. The badge screen names the requirement you haven't met yet.
Fuse & React synergy (16 slots). Eight Fuse slots are active from tip-off and raise a badge one tier (two tiers in the two elite slots) at no token cost. The eight React slots below them light up after the Fuse badge above has triggered 2 or 3 times, then rise one or two tiers until the game ends. A STAR that rises again becomes a LEGEND.
Pump fake kills the dribble. After a pump fake the ball is dead. Pivoting, passing, shooting, and another pump fake are still legal; dribbling again or taking steps is a DOUBLE DRIBBLE and the ball goes to the opponent. Bots follow the same rule.
Four-level contests. Defender distance, a raised hand, the height difference, and defensive attributes produce one contest value. Wide open widens the green window by 35%, open is normal, contested narrows it by 45%, and smothered has no green at all.
Contact under the rim. The attacker's Strength plus height is compared with their defender's. Winning by more than 15 points unlocks contact finishes, posterizers, and and-ones; losing by more than 15 points gets the shot altered or blocked.
Game mentality. Players can go COLD or PANIC after being blocked, missing several open shots in a row, or losing the ball on the dribble, and sooner in clutch minutes. An assist to an open teammate and an uncontested layup or dunk bring them back; three made shots in a row puts them ON FIRE.
Changes & New Features (7)
New badge screen. Tabs per category, remaining tokens, tier buttons, the reason a badge is locked, a board with 16 synergy slots, and an AUTO FILL button for a legal loadout.
Build editor. Set your height and move attribute points within your build's limits. Points near 99 cost more, so builds stay balanced.
Feet on the line. A ball handler who steps on the sideline or baseline is called OUT OF BOUNDS. A shot with a foot on the 2-point line counts as 1 point.
Quick stop. A new ability from Agility plus Speed with Ball 150: a player running at full speed can stop on a dime and shoot with feet set.
Bots read closeouts. Bots judge shots taking into account a defender running out to close, pass to a teammate with a better shot, and kick it out when a drive meets help defense.
Old badge XP still counts. XP from previous versions turns into bonus tokens, one token per 10 XP, up to 12. Loadouts are saved per build.
On-screen mentality icon. A COLD, PANIC, or ON FIRE label appears next to the score when your player's mentality changes.
Bug Fixes (3)
Off-ball players leaving the court. Off-ball bots could walk past the line and then receive a pass out of bounds. Now every player stops inside the lines, and passes are not sent to a teammate standing near a line.
Contests from only one defender. Before, only the nearest defender counted. Now two defenders closing out together produce a heavier contest.
Badges only for your player. Badges used to work only for your own player. Now every player wears badges according to their build and the difficulty level.
Minor Patch (4)
Dead-ball pose. After a pump fake the ball is held at the chest with elbows out and the pivot foot planted.
Defender knocked back. A defender who loses the bump at the rim is knocked back with arms raised; a posterizer makes the crowd roar and the screen shake.
Moving screens. A screener still moving faster than 0.4 m/s at the collision can be called for an offensive foul.
Violation banners. DOUBLE DRIBBLE and FOOT ON LINE now show as banners, and the phone vibrates on a violation.
Minor Patch
Beta 0.3.1 · Open Run: Fixes for teammate screens, out of bounds, the referee's whistle, and rigging animations
The first Minor Patch of the Open Run phase. Fixes a bug where teammate screens triggered offensive fouls, the rule for loose balls going out of bounds, and layered referee whistles, plus updated rigging animations for NBA 2K-style dribbling, greenlight shot releases, dunks, blocks, screens, and foul reactions.
Bug Fixes (11)
Teammate screens no longer always an offensive foul. When a bot teammate was called to set a screen, they went straight into the screen stance while still sprinting, so contact with the defender was always ruled a moving screen (offensive foul). Now the teammate stops and plants their feet before locking the screen.
Out-of-bounds detection. A loose ball bouncing on or outside the line could previously be picked up by a player standing out of bounds before the whistle. Now a bounce outside the line or a touch by a player out of bounds stops play right away with an OUT OF BOUNDS whistle.
Help defense never triggered. Defensive bots were supposed to cut off the path to the rim when the primary defender got beaten, but the timer read a value that didn't exist, so help never came. Now the nearest defender helps.
Game continued after the buzzer. If the final buzzer sounded while the ball was being passed, the game kept going with no clock until a shot, and that shot still counted. Now the buzzer ends the game unless the ball is already in the air.
Free throws at the buzzer went missing. A shooting foul at the buzzer gave no free throws if either team was leading; the game just ended. Now the free throws are taken first.
Carrying the ball out of bounds. A ball handler could stand up to 80 cm outside the sideline and 60 cm outside the baseline without a violation. Now the line holds the ball handler, and a player who receives the ball outside the line shifts back in.
Bots driving behind the backboard. After a screen, a bot's drive target could end up behind the baseline. Drive, screen, rebound, and defensive targets are now always inside the court.
Leading passes out of bounds. Passes to a teammate running toward a line are now aimed at a spot inside the court.
Bots crowding around the ball. Attacking bots picked a spot from teammates' positions only, then stayed there even when the ball handler came over. Now bots also look at where teammates are heading, move when their spot gets crowded, and quickly clear the ball handler's path.
Middle letters of the back name hidden. The sides of the player's body cut through the jersey lettering, so letters in the middle of the name disappeared (PRATAMA read as PRA AMA). Names, numbers, and chest lettering now curve with the body.
Arms straight out in the ready stance. Off-ball players stood with both forearms sticking straight out. Now the hands rest relaxed in front of the waist and the knees bend slightly.
Minor Patch (6)
NBA 2K-style dribble rigging. Knee, hip, and shoulder sway now follows the rhythm of the ball's bounce, complete with a guard arm (guard bar) and sharper crossovers, between-the-legs, behind-the-backs, stepbacks, and float hesitations.
Shot release form animation. The shot form now squares the shooter's shoulders to the rim, keeps the elbow tucked at the dip/set point, cleanly releases the guide hand, and holds the wrist (gooseneck follow-through).
Rigging for dunks, blocks, screens, and foul reactions. One- and two-hand dunks now have a cock-back phase in the air before hammering the rim; blocks swing a hand across the shot's path; screeners brace for impact with a wide stance; and both the fouler and the fouled player show a foul reaction when the whistle blows.
Referee whistle. The referee whistle now uses a two-frequency pea-whistle trill with a sharp double blast for fouls or shot clock violations, and a single blast for out of bounds and checks.
Spacing between players. Attacking bots keep about 3.6 m from the ball handler and teammates, and check their spot three times per second.
What's New screen. The game menu shows the latest release notes in full, then the highlights of the previous Major Patch.
Major Patch
Beta 0.3 · Open Run: 3x3, new animations, and a customizable player
The biggest update since the web launch: the game is now 3-on-3 with bot teammates and opponents, every move has its own animation, and players have attributes and faces you can customize.
Major Patch (5)
Full 3x3 mode. Play 3-on-3 with two bot teammates against three bot opponents, under FIBA 3x3 rules. The 1-on-1 mode is still available.
New animation system. Player bodies use a 14-part skeleton with elbows and knees, so shots, layups, dunks, blocks, rebounds, steals, passes, and dribbles each have their own motion.
NBA 2K-style attributes. 33 attributes in 7 groups: Physical, Shooting, Finishing, Defense, Passing, Dribbling, and Other, plus 14 combined skills that depend on several attributes at once.
A customizable player. The PLAYER screen lets you set skin tone, hairstyle and hair color, mustache or beard, headband, and jersey number. Faces now have eyes, eyebrows, a nose, ears, and lips.
2K-style gamepad controls. A new button layout for controllers on PC, Android, and iOS, with Xbox, PlayStation, and Nintendo labels and right-stick flicks for dribble moves.
Changes & New Features (18)
Eight dribble moves. Crossover, between the legs, behind the back, spin move, stepback, hesitation, side step, and retreat dribble. The stick direction as you press DRIBBLE picks the move; the ball really changes hands and bounces off the floor.
Moves unlocked by attributes. As in 2K, some moves need certain attributes: behind the back needs Ball Handle 65, stepback needs Ball Handle 62 and shooting 62, a driving dunk needs Driving Dunk 55 and Vertical 74 or a height of 198 cm.
Complete finishing. Open layups, acrobatic layups with a euro step, driving dunks, two-hand dunks, floaters, hook shots, and post fadeaways.
Pump fake. Tap SHOOT before jumping for a fake shot. The defender may bite and jump, leaving you free to shoot or drive.
Blocks. A defender who jumps on time between the shooter and the rim can block the shot. The chance depends on the Block attribute, height, jump timing, and shot type.
Rebounds and box outs. Rebounding uses Offensive or Defensive Rebound, reach, and Vertical. Bots box out while the ball is in the air, and stronger players win position.
Fairer steals. The steal chance now depends on the ball side, the direction you come from, and the dribble move in progress. The ball can be knocked loose, and a reach-in can be a foul.
Passes and alley-oops. Chest passes, bounce passes, and lobs. Hold PASS for a lob; a lob to a teammate cutting to the rim becomes an alley-oop. Passes can be picked off or deflected by the opponent.
Screens and pick and roll. Bot teammates and opponents set screens. Strength decides the outcome: a strong screen holds the defender, a weak one gets fought through. Afterwards the screener rolls to the rim or pops to the 2-point line. Screening while moving can be an offensive foul.
Bot off-ball movement. Bots cut to the rim when their defender looks away, spread out to shooting spots beyond the line, post up on the block, and crash for rebounds.
Bot defense. One-on-one defense, denying passing lanes, help from the weak side when the primary defender is beaten, then going over, under, or switching on screens.
Post up. Hold POST near the rim to put your back to the basket and push the defender, then drop step, hook shot, or fadeaway.
Fouls and free throws. Shooting fouls, and-ones, reach-in fouls, offensive fouls, and 3x3 team fouls: team fouls 7 to 9 give 2 free throws, 10 and up add possession.
Switching and player lock. Auto control follows the ball handler, and SWITCH moves to the nearest defender on defense. The Player lock option plays only your player, with a CALL FOR BALL to teammates.
Game rules. Choose Quick (11 points or 5 minutes) or FIBA (21 points or 10 minutes).
Player reactions. Ankle breakers drop the defender to the floor, a hesitation freezes them, a screen bounces them off, and players celebrate a score or slump after a loss.
On-screen feedback. Move names appear near the player, the screen shakes on dunks and blocks, team fouls show on the scoreboard, and the final stats record blocks, rebounds, assists, and dunks.
Release notes. The full changelog is on the Game page at imasyourleague.com, with a version summary in the game menu.
Bug Fixes (16)
Facing while carrying the ball. A player moving with the ball no longer turns their back to the rim. The movement-direction weight had accidentally been multiplied by 6.
Feet sliding during dribble moves. Footsteps now follow the body's real speed, including the push of a dribble move.
Stride rhythm too fast. Steps used to be 3 to 5 times too fast and kept going while standing still. Now it is about 1.6 steps per second when walking and 4.5 when sprinting, and the feet stay still when stopped.
Failing to turn 180 degrees. Facing could get stuck if the target was directly behind the player. Now the player turns by angle and always gets there.
Turning while shooting. Players no longer turn with the stick while shooting; the direction to the rim is locked until the ball is released.
Body sinking into the floor. A player who stumbles or falls no longer drops 22 cm through the floor. Now the knees bend and the feet stay on the floor.
Opponent jersey numbers cut off. The opponent jersey texture went past the 256-pixel atlas limit, so the bottom of the number was cut off. The player atlas is now 1024 pixels.
Old look from far away. Changes to a face or jersey now also update the mipmaps, so distant players don't show the old look.
Layups only from under the rim. Layups used to appear only within 1.4 m of the rim, with momentum cut by 80%. Now a drive from up to 3.8 m becomes a layup or dunk with its momentum kept.
Wasted shot taps. A short tap always became a very early shot that almost surely missed. Now it becomes a pump fake.
Shooting from midair. A shot can no longer start while a player is still in the air after a rebound.
Teleporting ball. On steals and rebounds, the ball now moves smoothly into the player's hands.
Still arm while dribbling. The dribbler's hand now moves up and down with the ball's bounce.
Motionless shooting pose. Shots used to raise both arms straight up instantly. Now there is a dip, set point, release, and follow-through.
Freeze at the end of the game. A player shooting as time runs out no longer freezes with the ball hovering over their head.
Leftover state after a check. A player repositioned for a check no longer carries over a leftover fall, jump, or move state.
Minor Patch (10)
Jump height by attribute. Jump height ranges from 0.42 to 0.78 m based on the Vertical attribute.
Speed and acceleration. Acceleration follows Agility, dribbling speed follows Speed with Ball, and the defensive slide is slightly slower than running.
Stamina. Stamina drain and recovery follow the Stamina attribute.
Contests. Interior Defense applies to close shots, Perimeter Defense to long shots.
Head follows the ball. Off-ball players turn their heads toward the ball.
Long-shot rebounds. Missed long shots bounce farther off the rim.
Opponents by level. Opponent names, faces, and team numbers differ for Rookie, Pro, and Legend.
Jersey front. The number and team name now also appear on the chest of the jersey.
Keyboard controls. K to pass or steal, L to lob, E to post, screen, or guard tight, Q to call a screen or ask for the ball.
More detailed graphics. Heads, hands, and feet use more polygons; the Saver graphics option is still available for low-spec phones.
Minor Patch
Beta 0.2.1: Game tab in the site navigation
The game can be opened straight from the program menu on imasyourleague.com.
Changes & New Features (1)
Game tab. A Game tab in the program navigation, between Community and Clubs & League, in the header and footer.
Major Patch
Beta 0.2: First web release
iMasyour Hoops moves from a Unity prototype to the browser.
Major Patch (1)
Basketball in the browser. 1-on-1 with 3x3 rules in three GORs (Duren Sawit, Cakung Barat, Kebayoran Baru), a shot meter, 10 badges, three CPU levels, plus touch, keyboard, and gamepad controls.
Yes. The game runs right in your browser — no download, no account, and no in-game purchases.
Will it run on a budget phone?
Yes. The game is only about 140 KB to download, picks a graphics preset that fits your phone, and automatically lowers resolution if frames start to drop. Choose the Low (Rendah) preset if your phone struggles, and play in landscape.
How do I play this basketball game on my phone?
Open imasyourleague.com/game/main in your phone browser, rotate to landscape, then tap PLAY. Slide your left thumb to move, hold SHOOT and release on green, and tap PASS to pass to a teammate.
Which gym maps are available?
Three Jakarta gyms where the iMasyour League community plays: Gelanggang Remaja Duren Sawit and GOR Cakung Barat in East Jakarta, and GOR Kebayoran Baru in South Jakarta. More maps are on the way.
What's new in Beta 0.3?
Beta 0.3, the Open Run phase, added 3x3 mode with bot teammates and opponents, new animations for jumpers, layups, dunks, blocks, rebounds, steals, and dribbles, 33 player attributes, face and hair customization, and gamepad support. Full notes are in the Patch notes section on this page.
Can I play with a gamepad?
Yes. Xbox, PlayStation, and Nintendo controllers are supported in browsers on PC, Android, and iOS, with an NBA 2K-style button layout. No controller? Play with touch or keyboard.
What data is saved?
Only your game settings, your player's look, and badge progress — stored in your own device's browser. Nothing is sent to a server.
Social Media Recent Posts
Social posts & stories from the court.
Videos, game moments, and news from our official channels. Looking for how-tos? Check the website articles (in Indonesian).
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