◂ BLOG

3DTTT is live

25 JULY 2026 · LAUNCH

3DTTT is live. Four layers of four-by-four, a bot with three settings, and online play against anyone you can send a code to. No install, no account, no cost.

What it is

Noughts and crosses is solved and boring. Stack four boards on top of each other and it stops being either. A line can run along a row, up a column, through the layers, or diagonally through the cube — seventy-six of them in total — and the ones that kill you are almost always the ones going somewhere you weren't looking.

It plays in a browser on a phone or a desktop. Tap a cell to aim, tap again to commit — the two-tap confirm is the one piece of the original build we kept exactly as it was, because dense 3D boards and fat fingers do not otherwise mix.

Three ways to play

Against the bot. Three strengths. The hard one takes forks and refuses to hand them to you, which is more than could be said for the version this replaced.

Two-player on one device. Pass and play, the way you'd actually play in a pub.

Online. Create a game, send someone the code, and play. There is a casual mode with no clock, and a speed mode running a 30-second Fischer clock with a two-second increment — enough to make you move, not enough to make you panic. Clocks live on the server, so nobody's laptop going to sleep changes the result.

You do not need an account

You genuinely don't. Pick a name and play online as a guest; your seat is yours for the length of the game. Everything above works signed out.

An account adds the parts that only mean something over time: a leaderboard, head-to-head records against the people you keep playing, your games waiting for you on another device, and a crew to fly with — which follows you into every other Revibed game, not just this one.

Where it came from

The original 3DTTT was a hobby project that worked and then quietly fell over. Finished games were never cleaned up. Every new match built a fresh 3D scene without disposing the old one, so a long session slowly ate the browser. Signing in with somebody else's name handed you their game.

None of that is a criticism of it — it was a thing built for fun that did its job. But it wasn't something you could leave running.

The rules engine, though, was genuinely good: server-authoritative, correct, and compact. So we kept the logic and threw away the plumbing. The new build is TypeScript on a generated API, the board state is one row in a database, and every move is validated on the server. Nothing about the game got simpler; the things underneath it got a lot less clever.

More on how that was done in the next post.

Go and play

3dttt.revibedgames.com — and if you get beaten by the bot on Hard, that is the intended experience.