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Multiplayer draw and guess game.

A real-time multiplayer drawing-and-guessing game — a Skribbl.io clone built from scratch, with the WebSocket layer implemented from first principles instead of a game framework.

Live Demo →

Why This Project

Most "clone" projects fake the hard part. This one doesn't: there's no Socket.IO or game-framework abstraction — the real-time drawing sync, room state, turn rotation, and scoring are all built directly on raw WebSockets. It's structured as a Turborepo monorepo to keep the app(s) and shared packages properly separated, and it ships with Docker for reproducible deployment.

Features

  • Create and join game rooms
  • Real-time drawing with live cursor/stroke sync across clients
  • Chat-based word guessing
  • Dynamic scoring system based on guess speed/accuracy
  • Full game loop — rounds, turns, and a winners screen

Tech Stack

  • Next.js + TypeScript
  • Bun runtime
  • Raw WebSockets (no socket abstraction library)
  • Turborepo monorepo structure
  • Docker for containerized deployment

Architecture

architecture

Project Structure

skribbl/
├── apps/
│   ├── client/       # Next.js frontend
│   └── ws-backend/   # Raw WebSocket server
├── packages/         # Shared code across apps
└── ops/              # Per-app Docker configs and Docker compose

Getting Started via Git clone

# Clone the repo
git clone https://github.com/DevDesignAmitesh/skribbl.git
cd skribbl
 
# Install dependencies
bun install
 
# Run everything in dev mode (Turborepo)
bun run dev
 
# Or run apps individually
bun run start:ws       # starts apps/ws-backend
bun run start:client   # starts apps/client

Getting Started via Docker

# Clone the repo
git clone https://github.com/DevDesignAmitesh/skribbl.git
cd skribbl
 
# Run everything in dev mode using docker
docker compose -f ./ops/dev.docker-compose.yml up
 

License

MIT

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Real-time multiplayer drawing & guessing game (Skribbl.io clone) built with raw WebSockets — no game framework, no Socket.IO.

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