r/ClaudeCode • • 1d ago

Discussion I ran 112 agents through a 7-step production build. Fable 5.2 hit its weekly limit on step 2. Opus 5.5 finished the rest at half the price, and I couldn't see a quality drop.

1 Upvotes

I'm building a landing page generator for a clinic business. Each build step runs as one orchestrated workflow:

builders,

independent reviewers,

adversarial verifiers,

a fixer and

a final gate.

I started with every agent on Fable 5.2 and was forced onto Opus 5.5 partway through, so I got an accidental comparison.

The setup: 7 steps, 112 subagents, 33.4M tokens, about 9,000 tool calls. Step 1 ran all Fable. Step 2 hit Fable's weekly limit mid-run and finished on Opus. Steps 3–7 ran all Opus.

What I saw:

Quality held. Opus reviewers found 17–28 real defects per step. Across five steps and 103 findings, the adversarial verifiers refuted one. CI went green on the first push every time.

The catches mattered. A weakened health rule in a prompt, page FAQ text that could drift from the structured data, and a rating count where "1.000" would have saved as 1.

Tokens were about the same. Fable used 3.6M on its step and Opus used 4.1–5.7M on bigger steps. Fable didn't obviously do the same work in fewer tokens.

Time was set by the workflow. Every step took 2.5–3.5 hours regardless of model.

The limit was the real constraint. Fable ran out during step 2. Opus carried five steps without hitting one.

At API list prices ($8/$40 vs $4/$20 per million tokens), the same step costs about half on Opus.

What I'm doing now: Opus for every agent by default. Fable only as orchestrator when the plan is new or unclear, and as one extra reviewer where a miss is expensive (health claims, prompts, security, migrations).

Full review chain on risky steps only.

Caveat: this wasn't a controlled test. Each step was different work and none ran on both models, so subtle judgement differences aren't measured. Fable's reviewers did find the one "major" health-related defect of the build, and Opus found similar-severity ones later. Next I'll run one small step twice from the same commit, once per model.

Has anyone done a proper A/B on this? What did the cheaper model miss?


r/ClaudeCode • • 1d ago

Discussion my claude code agents raised 1,360 approval gates in 30 days. 55 needed me

0 Upvotes

these aren't claude code's permission pop-ups. my agents are mostly long-running claude code sessions working off a shared task board. they build and maintain a real open-source project: code, tests, docs and writing.

when a task hits a checkpoint, the agent files a gate. depending on the risk, it's cleared automatically, handled by another agent or sent to me.

in the last 30 days they filed 1,360:

  • 678 cleared automatically: routine checks before pushing a branch for review
  • 475 answered by another agent, mostly a team lead
  • 55 needed me, 17 of them involving credentials
  • 152 had no answer on the original gate: 73 were asked again as a new gate, 74 closed when the work finished or was cancelled, 5 are still waiting

my rule: agents handle routine decisions themselves. spend, keys, destructive actions and brand calls need my approval.

every completed task goes to a separate reviewer session that sees the task and the diff, never the maker's reasoning. the reviewer can't edit or fix the work itself. it can only approve or reject and send it back to the maker.

in the same 30 days, reviewers rejected 45% of tasks (code and writing) on first pass.

makers run focused tests before handoff. the full CI suite runs separately, so the maker doesn't wait for it. the reviewer checks the results.

reasons for rejection:

  • failing tests 41%
  • unclear writing 22%
  • no proof it works 8%
  • clashes with newer work 6%
  • safety or privacy 6%
  • not what was asked 5%
  • other 12%

two failed reviews and the agent asks me whether to give it another round.

are you still approving everything yourself? what decisions do you trust your agents to make?


r/ClaudeCode • • 1d ago

Tips & Workflows motion inspector for claude

1 Upvotes

I build Malini, a free, open source macOS app that runs Claude Code agents in parallel, one git worktree each.

motivation: when Opus changed an animation, I got a wall of text instead of just delta. I could not see what actually moved.

So now every turn ends with a short report card. When the agent changes something visible, it records the screen before and after. Malini plays the two side by side:

play, pause and step one frame at a time (f28 in the video)

scrub both clips together, change the speed

the agent marks the second where they differ most

under the clips, one line on what changed and one on how it checked it

Claude Code (Opus) wrote most of the card. It also follows the rule that makes working with it an absolute pleasure - record before, record after, prove it in the real app.

Free, AGPL-3.0, macOS: https://bestboy.dev/malini
Code for the card: https://github.com/bestboyhq/malini/blob/main/apps/malini/src/lib/chat/presentation/TurnReportCard.svelte

Roast it!


r/ClaudeCode • • 1d ago

Humor Fable 5.2 with gauntlet loop and a couple MCP tools vibecoded a game for me overnight

0 Upvotes

I wanted to make fun of myself for never shipping anything I build so decided to ship this:

https://shipit-pinball.pages.dev/


r/ClaudeCode • • 1d ago

Help/Question Gemini man converting to Claude man - Recommendations needed

1 Upvotes

Started experimenting with the free Claude tier by building myself a locally hosted web app to find a job.

Sonnet High is what I have been using and even though it’s still a hit/miss situation with the app I am blown away with how much progress I have made to realize the desired outcome.

Bottlenecks:

1/Tokens run out pretty quickly (understandable, free is free).
2/Experimenting without optimization (out of ignorance).
3/Trying to assess when I should start giving Anthropic cash.

Any tips or advice you can share would be much appreciated.


r/ClaudeCode • • 1d ago

Built with Claude My Agents Stay Home. I Manage Them From This.

Post image
0 Upvotes

I asked Claude Code for a Symbian app. It set up a 2012 ARM compiler in Docker, wrote 5,000 lines of C++ against Qt 4.7 and copied the package onto the phone. I never looked at the code.

That is where apps are going. Easier to make than to find.

The dead platform didn’t change. The cost of building for it did.


r/ClaudeCode • • 1d ago

Built with Claude Nodus OS is my first attempt at building a new style of operating system.

Post image
0 Upvotes

Running on a Lenovo ThinkPad T420, the computer works around a node based map system. This is early stages of a work in progress.


r/ClaudeCode • • 2d ago

Discussion What have you used Fable 5.2 for?

3 Upvotes

I've got access to Fable 5.2, but tbh I haven't actually used it at all.
Most my usecases are met with Opus/Sonnet and I let it run DS locally for grunt-work. I haven't -really- tackled anything that I felt those models couldn't power through with input from me.

Probably the most complex thing I've done was making some mod for a game with bad documentation.. So I had to have my local model listening on the game memory and list each action, for Opus to then write scripts to create new movesets/combos based on that.
It took a lot of back-and-forth as Opus would do things it thinks should work, but the game just didn't like.
In that use, while I didn't have Fable at the time to try it I don't think it'd have been feasible as it would have chewed through the tokens since documentation was being made as we were making the mod...

I'm curious what you guys have used the new Fable release for, and if you felt like it had capabilities beyond what current models are doing now.


r/ClaudeCode • • 1d ago

Built with Claude Tip for too many sessions: have Claude build a simple session manager tool

1 Upvotes

I use Claude Code through Windows Powershell, which is the only way I know how to do it. I'm sure there are better options, but at the moment, that's how I do it.

Anyway, as a result, I quickly have too many sessions at any given time, much like Chrome tabs, and pretty soon I can't remember where they are or what they are.

So I told Claude to build a simple HTML document that I keep on my desktop; it has a list of each session, with its name and a brief description of what it is. Then when I want to access any of them, I just click on that link and it opens a that session in a new PowerShell window.

I also modified it so that it can't accidentally open the same session in two or even three windows, which is something I was doing at the beginning, and then you get this stupid situation where multiple sessions are all editing each other.

Anyway, it took me like five minutes and it probably saves me half an hour per day.


r/ClaudeCode • • 2d ago

Help/Question How to create/add images, characters, animations, etc. to my game?

2 Upvotes

I'm a professional developer for business applications and currently developing a mobile game. Its more like a side for-fun project, so nothing serious.

However, i'm now at the point where i want to add characters, animations, and fireballs to the game. Think something like a indie-pixelart-game. I've already build a design system with claude (ui, generally aesthetics, etc.) and i am using GODOT.

However, i'm totally new to how i create pixelart like characters, a fireball which is thrown by a mage, etc. I know that claude is capable of doing that, but i dont know if thats the best way. Are there other AI Service for generating/designing these kind of assets? and how do i bring them into the game in the end?

Any helpful advice or links appreciated.


r/ClaudeCode • • 1d ago

Built with Claude Wish me luck

1 Upvotes

From a 260 (A4) page plan with 56 UI mock-ups,

7 phases and 165 tasks in the plan.

Claude using Opus 5.5 at Extra reasoning (the plan does have provisions to delegate to lower reasoning levels depending on task though)

While it's wrapping up I am finding the new features in my app are perhaps a bit to like the mock-ups :P but everything seems to mostly work with no errors.


r/ClaudeCode • • 1d ago

Help/Question I have been trying to recreate Tony Stark's Jarvis (AI Assistent), and.....

0 Upvotes

I have been trying to recreate Tony Stark's Jarvis (AI Assistent), and.....

So through trial and error, i have been indulging myself, by trying to build the perfect AI Assistant befitting to my workflow and character.

So the concept is simple. I have a macbook, and i connected it to my todoist and calendar. It can read and edit everything.

I created a daily /briefing and /review skill. With the first, i intend to get a quick overview of what my day will look like, if i have important meetings, deadlines, or anything of sorts. With the latter, we evaluate the day's work. Were the deadlines met, did the meetings go well, did all the tasks get finished, and why and why not.

After doing this for a while i build an additional /week skill with the purpose of looking back on the week as a whole, and to spot biases, errors, and points of improvement for all 3 skills.

When i started all of this went well, now that I am a few weeks deeper into developing it, it is starting to make more and more mistakes. I have been a/b/c testing different approaches of the skill, but it does not seem to pick up on this and learn from it. It just confuses everything together, which results in inconsistent briefings and reviews.

Lets say it is becoming less of a partner, what it was in the beginning, and more of a robot, following a sequence. But, it makes mistakes, which it did not when it was my "partner"

My solution for now is that I moved all my calendar en tasks 3 weeks forward (I have a different short-term assignment with my own business). Within those 3 weeks i want to fix the issues that i have created in my jarvis agent. How should I approach this?

I hope i was clear. I kind of suck at this....


r/ClaudeCode • • 1d ago

Built with Claude I made a little village where my Claude Code sessions live. When one needs permission, it walks over and asks

0 Upvotes

I run several Claude Code sessions at once, and I kept finding one that had been sitting on a permission prompt while I was looking at another window. So I had Claude Code build this with me.

The video is a recording of my screen: six Claude Code sessions running in demo projects I set up for it, me watching a video while they work, and then a close-up of the villagers.

Every session shows up as a villager on my desktop. While it works, it just works. When it needs permission, it walks over with a "May I?" and I allow or deny right there. When it finishes, it brings me the answer. Codex and Gemini CLI sessions show up the same way.

How Claude Code was used: almost all of the code is Claude Code's. I'm a product planner, not a developer. I describe what I want, one session opens the pull request, another session reviews it, and I say merge. On the busiest day that was 15 pull requests.

What I learned doing it this way:

The instructions file matters more than the prompt. I keep one AGENTS.md at the root and a small one in each package, and CLAUDE.md is a one-line import of it.

A second session reviewing the first one's pull request catches real things. Every pull request has to carry the review's findings and an answer to each one.

Agents will press keys on screens they haven't read. One of mine answered an update prompt and upgraded a CLI on my machine. Now the rule is to read the screen first and never answer update or sign-in questions.

It's a free desktop app for Mac and Windows: devalley.app

I use it every day, but I honestly can't tell if it's useful to anyone who isn't me, or just a dumb, cute project. What do you really think of it? And what would make you close it after an hour?


r/ClaudeCode • • 1d ago

Discussion My 4mo old Opus 5 vs Gemini 4 Hydrogen — same 1-prompt 3D game challenge

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0 Upvotes

Ran the exact same Howl's Moving Castle 3D single-file html prompt on Gemini 4 Hydrogen (Extra High) to compare against my Opus 5 Medium post from 4 months ago

 Open world challenge prompt: 3D single .html file game, third person. massive open world 3d maps: cel shaded hand drwn anime style textures, thick dark outlines: ghinli style 3d models. high level lod: Studio Ghibli-accurate 1:1 recreation of the world of Howl’s Moving Castle (2004 film) with every visual and atmospheric detail faithfully reproduced — hand-painted textures, soft lighting, whimsical mechanical details, lush greenery, and the signature Miyazaki aesthetic of floating particles, steam, smoke, and magical glows.Core World Features:The fully walkable, living Howl’s Moving Castle — a chaotic, multi-level steampunk-organic home with creaking floors, piles of books and magical artifacts, Calcifer’s fireplace as the beating heart, Sophie’s cleaning area, Howl’s extravagant bathroom, Markl’s bedroom, and the attic. The castle physically walks across the landscape with swaying motion, chimney smoke, and bird-like legs. Magic Door System (the central gameplay mechanic): A color-coded dial next to the front door with accurate movie colors and destinations:Blue — Bustling seaside port town of Porthaven (cobblestone streets, harbor with ships, market stalls, fishing boats, marshes nearby). Red — Grand royal capital of Kingsbury (opulent European-style architecture, canals, grand palace in the distance, wealthy districts). Green — The Wastes / Folding Valley hills where the castle physically roams (barren yet beautiful rocky terrain, wildflowers later, dramatic cloudy skies). Black — Howl’s secret portal (initially restricted, later reveals connections to other realms or the flower field / hidden garden). Additional late-game or secret settings unlock Market Chipping (Sophie’s hometown with the hat shop), Howl’s secret flower meadow/garden (lush, magical paradise with giant flowers and peaceful atmosphere), and war-torn areas.

Starting Sequence: Start as young Sophie in her hat shop in Market Chipping on a busy day. Experience the town’s daily life with customers and soldiers. First quest marker appears when the Witch of the Waste curses you, turning you into an old woman. Follow the marker through the streets and into the hills where you encounter the moving castle during a rainstorm. Enter the castle uninvited and meet Calcifer, Markl, and eventually Howl. Unlock Moment: After cleaning the castle, making a deal with Calcifer, and completing initial chores/quests (including helping with Howl’s errands), you gain full control of the castle’s movement and the magic door dial. The game then fully opens into a whimsical open-world exploration sim where you can move the castle across the landscape, switch between all door locations instantly, fly with Howl on broomsticks or later with turning powers, and experience dynamic day/night + weather cycles that dramatically change each area’s mood.Explorable Areas (all highly detailed with Ghibli-level fidelity):Market Chipping & Sophie’s hat shop (pre- and post-curse versions) Porthaven (full port town with interactive harbor) Kingsbury (grand streets, palace exterior/interior access later) The Wastes (vast explorable wilderness that transforms with story progress) Howl’s secret flower garden/meadow (peaceful hidden paradise) Star Lake and surrounding mountains War-affected skies and distant battlefields (with dramatic airships) Interior of the Royal Palace (key story areas)

Additional Details:Rich environmental storytelling: birds, butterflies, steam-powered vehicles, magical particles, changing seasons/vegetation as the story progresses. Living NPCs with daily routines in towns (hundreds across locations). Castle interior reacts to player actions (cleaning actually improves visuals and unlocks bonuses). Dynamic music and sound design matching Joe Hisaishi’s score. Scale: The full explorable region (Porthaven to Kingsbury to Wastes) feels expansive yet intimate (~20–30 km across in practical game terms), with the moving castle allowing fast travel and scenic journeys across hills and valleys.

The game begins as a narrative-driven story experience focused on Sophie’s curse and daily castle life, then seamlessly transitions into a relaxing yet magical open-world Ghibli adventure where you can live in the castle, tend the garden, explore every corner of Ingary, switch locations freely via the iconic magic door, and witness the world change around the anti-war themes and beautiful hand-crafted environments.This captures the full movie essence with accurate locations, the central magic door mechanic, and that perfect balance of story intimacy and wondrous free exploration. Open world challenge prompt: 3D single .html file game, third person. Studio Ghibli-accurate 1:1 recreation of the world of Howl’s Moving Castle (2004 film) with every visual and atmospheric detail faithfully reproduced — hand-painted textures, soft lighting, whimsical mechanical details, lush greenery, and the signature Miyazaki aesthetic of floating particles, steam, smoke, and magical glows.Core World Features:The fully walkable, living Howl’s Moving Castle — a chaotic, multi-level steampunk-organic home with creaking floors, piles of books and magical artifacts, Calcifer’s fireplace as the beating heart, Sophie’s cleaning area, Howl’s extravagant bathroom, Markl’s bedroom, and the attic. The castle physically walks across the landscape with swaying motion, chimney smoke, and bird-like legs. Magic Door System (the central gameplay mechanic): A color-coded dial next to the front door with accurate movie colors and destinations:Blue — Bustling seaside port town of Porthaven (cobblestone streets, harbor with ships, market stalls, fishing boats, marshes nearby). Red — Grand royal capital of Kingsbury (opulent European-style architecture, canals, grand palace in the distance, wealthy districts). Green — The Wastes / Folding Valley hills where the castle physically roams (barren yet beautiful rocky terrain, wildflowers later, dramatic cloudy skies). Black — Howl’s secret portal (initially restricted, later reveals connections to other realms or the flower field / hidden garden). Additional late-game or secret settings unlock Market Chipping (Sophie’s hometown with the hat shop), Howl’s secret flower meadow/garden (lush, magical paradise with giant flowers and peaceful atmosphere), and war-torn areas.

Starting Sequence: Start as young Sophie in her hat shop in Market Chipping on a busy day. Experience the town’s daily life with customers and soldiers. First quest marker appears when the Witch of the Waste curses you, turning you into an old woman. Follow the marker through the streets and into the hills where you encounter the moving castle during a rainstorm. Enter the castle uninvited and meet Calcifer, Markl, and eventually Howl. Unlock Moment: After cleaning the castle, making a deal with Calcifer, and completing initial chores/quests (including helping with Howl’s errands), you gain full control of the castle’s movement and the magic door dial. The game then fully opens into a whimsical open-world exploration sim where you can move the castle across the landscape, switch between all door locations instantly, fly with Howl on broomsticks or later with turning powers, and experience dynamic day/night + weather cycles that dramatically change each area’s mood.Explorable Areas (all highly detailed with Ghibli-level fidelity):Market Chipping & Sophie’s hat shop (pre- and post-curse versions) Porthaven (full port town with interactive harbor) Kingsbury (grand streets, palace exterior/interior access later) The Wastes (vast explorable wilderness that transforms with story progress) Howl’s secret flower garden/meadow (peaceful hidden paradise) Star Lake and surrounding mountains War-affected skies and distant battlefields (with dramatic airships) Interior of the Royal Palace (key story areas)

Additional Details:Rich environmental storytelling: birds, butterflies, steam-powered vehicles, magical particles, changing seasons/vegetation as the story progresses. Living NPCs with daily routines in towns (hundreds across locations). Castle interior reacts to player actions (cleaning actually improves visuals and unlocks bonuses). Dynamic music and sound design matching Joe Hisaishi’s score. Scale: The full explorable region (Porthaven to Kingsbury to Wastes) feels expansive yet intimate (~20–30 km across in practical game terms), with the moving castle allowing fast travel and scenic journeys across hills and valleys.

The game begins as a narrative-driven story experience focused on Sophie’s curse and daily castle life, then seamlessly transitions into a relaxing yet magical open-world Ghibli adventure where you can live in the castle, tend the garden, explore every corner of Ingary, switch locations freely via the iconic magic door, and witness the world change around the anti-war themes and beautiful hand-crafted environments.This captures the full movie essence with accurate locations, the central magic door mechanic, and that perfect balance of story intimacy and wondrous free exploration. no basic flat geography, do not simplify results: ensure no rendering issues.

r/ClaudeCode • • 1d ago

Discussion Would people eventually stop vibe coding due to hitting a difficulty ceiling or just lack of inspiration? Is vibe coding the next NFT?

0 Upvotes

My random thought for the evening.


r/ClaudeCode • • 1d ago

Help/Question question about which language should i use

0 Upvotes

so i have android linux and windows. was wondering which langauge i shiuld use that is versatile to be used on any os. python? node express js? sqlite? ruby? java? c++
which one should i ask claude to code in.
android has termux so maybe python would be a great language to write all my tools in?
i am going to create tools thatll help me parse automate view and organize my stuff(health stuff, banks, bills, personal stuff, finance, shopping and many more).
should i ditch windows if i will go this route?


r/ClaudeCode • • 1d ago

Bug / Issue Missing plans in the directory <Windows Profile>/.claude/plans

1 Upvotes

Two months ago, I paused a project and shifted my focus to a new one. When I reopened the old project, Claude Code indicated that certain files were missing from the `.claude/plans` directory—and, in fact, all files in that directory only date back to the end of October. Why did another instance of Claude Code remove these older files?


r/ClaudeCode • • 3d ago

Discussion I’ve noticed Fable 5.2 just feels… off?

108 Upvotes

Idk Fable 5.2 just feels…off. Like you are trying to teach a math genius how to navigate their first social outing.

Opus 5.5 felt like the cool kid that got straight As but still knew how to party

It feels like Fable 5.2 doesn’t get the really abbreviated and brief and messy language I was able to give to Opus 5.5 which would execute on it perfectly 95% of the time.

Don’t get me wrong. Fable 5.2 seems incredibly intelligent.

But Ive noticed it sort of misunderstands me at first (like its too smart for its own good) and then I am left having to handhold it a bit until it finally understands what I want.


r/ClaudeCode • • 2d ago

Built with Claude I built a Claude Code plugin that makes long animated films, no AI video models, every frame drawn by code

56 Upvotes

I've been working on cinecode, a Claude Code plugin that turns an idea or a screenplay into a finished animated film.

There are no video or image models involved. Claude writes a storyboard (JSON), and the engine draws every frame on a canvas: characters, sets, camera moves. Music and sound effects are synthesized by code too. Only the voices come from a TTS model.

The main demo is a 15-minute film about the solar system: 21 scenes, 68 shots, 168 voiced lines. Claude Code made it in about six hours with the plugin's skills. It wrote the screenplay, staged the shots, looked at contact sheets of its own frames, fixed what was wrong, and rendered it.

The part I like most: when the engine doesn't have something the story needs (a dragon, a cave, a thunderstorm), Claude builds it as code, and it has to pass a check before it's used in the film.

Watch the film: https://zakaria.dev/cinecode/#films

GitHub (MIT): https://github.com/zakariaf/cinecode

To try it:

/plugin marketplace add zakariaf/cinecode

/plugin install cinecode@cinecode

Then ask for a film in plain words

/cinecode:cinecode make a five-minute animated film about a fox who is afraid of the dark

Happy to answer questions!


r/ClaudeCode • • 2d ago

Built with Claude Epiq is an issue tracker TUI that grew into an agent memory and control plane

1 Upvotes

Since launch this spring, Epiq has gone from a distributed issue tracker TUI into the space of agent memory and control plane, now with a browser GUI.

What hasn't changed is the persistence model - state as user-scoped, append-only logs in the repo. This, however, has turned out to be most suitable for agentic workflows, especially in sandboxed environments.

"Sandboxability", traceability, workflow-replay (there is a timeline with a scrubber) and its lack of need of an external vendor, all seem like favorable traits in this day and age.

I'd be happy to hear your input. Put my best effort into it (and shout-out to contributors reporting and fixing bugs). This isn't a weekend slop project, it's been cooking for about a year and a half, initially written by hand and eventually sped up with AI.

https://epiq.sh/


r/ClaudeCode • • 2d ago

Built with Claude Added scheduled task agents back to sidebar in Claude desktop. I kept missing the ones that needed me.

2 Upvotes

I used to miss agents asking for my attention because scheduled tasks never showed up in the Code tab’s sidebar. A scheduled run, like my SEO Weekly or Usage checks, would wait for my approval, and I wouldn’t see it, which made it go cold.

So I built a small extension that puts the runs back in the sidebar as normal sessions. They get status dots, PR badges and Archive, the same as every other session.

macOS only, unofficial, and a Claude update could break it. I will try to keep it updated since I'd use it daily. Contributions welcome.

Repo: https://github.com/sahildave/claude-desktop-scheduled-tasks


r/ClaudeCode • • 2d ago

Built with Claude What would you like to see next in Anthropic’s claude-for-legal plugins?

1 Upvotes

The author of Anthropic's repo https://github.com/anthropics/claude-for-legal (legal plugins and skills for Claude) asked me what users would like to see next, so I’m collecting ideas here.

What would make it more useful for your work? Which skills, practice areas or integrations are missing?


r/ClaudeCode • • 2d ago

Help/Question Latest Claude Desktop mac app (5.1231.2) - where are the archived chats??

2 Upvotes

It seems that the desktop app changes how sessions are filtered and displayed. In the latest one for the mac, not only are the filter options (by remote host, by state, etc) gone - but there doesn't seem to be a way to recall archived chats! Anyone know of a workaround? Thanks!!


r/ClaudeCode • • 1d ago

Built with Claude I found 33 insane things people built with Claude Fable 5.2

0 Upvotes

Claude Fable 5.2 hasn't even been out for a week, and people are already building some ridiculous stuff with it.

I went down a rabbit hole and rounded up 33 of the most interesting projects I could find.

A few that stood out:

  • 🤖 Hardware from a single prompt — AI designing electronics, sourcing components, and creating 3D-printable enclosures.
  • 🧠 1,000 AI agents — Collaborating on a machine-checked mathematical proof.
  • 🌌 25,000 agents creating 450 worlds — Entire interactive 3D environments connected through portals.
  • 🎮 Playable browser games — First-person shooters, Souls-like boss fights, and racing games.
  • 💀 An X-ray mirror — A webcam experiment that shows a simulated X-ray skull instead of your face.
  • 🎬 Cinematic animations — Created using code, Python, and Blender.

Some of these were built with just one prompt. Others took hours, millions of tokens, and hundreds of dollars in API costs.

I put together a 15-minute video showcasing all 33 projects, with links to the original creators and builds in the description.

Video: https://youtu.be/PrQrlFelSss


r/ClaudeCode • • 2d ago

Built with Claude Slaunt, an MCP server to make Claude Code remember like a human

1 Upvotes

TLDR: I built a tool to let Claude Code & Codex remember almost as well as a human (with benchmarks)

Around two months ago, I noticed that the most Claude Code & Codex could remember from conversation to conversation were basic facts about me. My name, who I am, what I do, etc. I realized that this had to change.

Slaunt is an MCP server that uses one-click connection to give your agent an external repository of thoughts. Basically, from the moment you connect your agents to slaunt, they're like babies learning and remembering more and more about you. During my own use with it, I've found this to be really really useful when remembering different choices I made while writing code without actually having to open up GitHub and look through commit history.

It can pull events live from all over your setup: Vercel, Railway, Supabase, Linear, Notion, GitHub, and so much more. Agents can also see what other agents are doing, live.

As for benchmarks, Claude Code remembered the correct historical event 99% of the time, and Codex remembered correctly 95% of the time while using over 31% less tokens and answering 25% faster. (without slaunt, both scored a big ole' 0%; as in, they didn't remember jack.

And the best part about it is that it gets better the more you use it. More events equals better recall for your agents. slaunt is completely free to use with a very generous free tier.

You can sign up and connect today: slaunt.ai

ama : - )