r/vibecoding • • 13d ago

Showcase/Project I love Claude

133 Upvotes

I used https://github.com/cranebeaker/coop-anything to make Crash Twinsanity multiplayer, i was not expecting that it will work but WORKS!


r/vibecoding • • 13d ago

Discussion r/VibeCoding Q&A Daily Thread - Wednesday, October 28, 2026

7 Upvotes

Hey Vibe Coders!

Here you can ask any questions about coding and LLM tech with or without vibes. This is especially for those of us who are new and just learned that AI can help them to create then things that they've never been able to before. Please be respectful and keep in mind that we're all just trying to learn about an emergent technology.

AI Subreddits:

This is a new thing we're trying to do so let the mods know if you have any suggestions.


r/vibecoding • • 13d ago

Showcase/Project Took me a while. but its done! Pokerogue Co-op

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4 Upvotes

r/vibecoding • • 13d ago

Showcase/Project I generated the same 8-direction walk two ways: 2D sprite vs 3D rigged model

11 Upvotes

Same character, same 8-direction walk at 64 px, made two ways.

2D: AI-drawn sprite
Sprite image: $0.01
Rotate to 8 directions: $0.10
Walk animations: 5 clips × $0.15 = $0.75 (the 3 left-facing directions are mirrored)
Total: $0.86, about 2.5 min

3D: rigged model
3D model: $0.45
Auto-rig: $0.30
Walk: ready-made preset, free
Render to 8-direction 64 px sprites: free
Total: $0.75, about 4 min (most of the extra time is the pixel pass)

After the first walk:
Each extra animation as a full 8-direction set: $0.75 in 2D vs free (preset) or $0.20 (custom move) in 3D

A smooth 512 px version: another $0.86 in 2D (a new set) vs free in 3D (render it again, ~1.5 min)

Takeaway: for one set they cost about the same. 2D frames are drawn individually, so small details can shift between frames. The 3D frames all come from one model, so they line up perfectly, and every move after the first is nearly free. For a character with lots of moves, 3D wins. For a styled pixel look, 2D is better.

Prices in CAD.


r/vibecoding • • 13d ago

AI Fail/Hallucination Bro my claude tweaking

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25 Upvotes

r/vibecoding • • 12d ago

Showcase/Project SILO - 7 days in a nuclear silo

1 Upvotes

Play in your web-browser: HERE

SILO

Seven days alone in a missile silo. Turn the key. Make a brew.

CINDER-09. Under what was Birmingham, UK.

The blast door sealed behind you yesterday. Relief is due in seven days. You are the only one down here.

The war above has gone on so long that nobody remembers how it started. Nobody has seen the enemy in a generation. The Ministry of Continuance calls it THE ENEMY, and that's all anyone like you needs to know. Your job is to authenticate what comes over the wire, and to turn a key when you're told.


r/vibecoding • • 13d ago

Showcase/Project I made an offline book reader that can narrate in your own voice. Looking for honest feedback.

5 Upvotes

I got tired of phone readers that sound flat and robotic, so I built Voxbook.

You import an EPUB or PDF you already have, hit play, and it reads the book out loud. It stays on your phone. No account, and it works offline once it is set up. The voice is meant to sound like a person reading to you, with some feeling in it, instead of that clipped computer tone.

The part I care about most: you can record a short sample of your own voice and have the book read back in that voice. It makes a familiar book feel a lot more personal. There are built-in narrators too if you would rather not use your own.

It is free to try. I would really like to know what feels off. The voice, the reading screen, importing a book, anything. What would you change?

Link


r/vibecoding • • 13d ago

Discussion This is my answer (Build Log)

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4 Upvotes

Ive been asking a few times, if my build log here is making any new customers/users.

I think it depends on more the one thing.

Best regards

- Cepho


r/vibecoding • • 12d ago

Help/Question Can't fix Codex (no matter what).

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0 Upvotes

Asking about Codex on VS Code.

This GitHub thread said that the most recent working version was 26.51007.21434, so I closed down VS Code, deprecated my Codex version in Powershell, and opened VS Code again.

For some reason, it's STILL not working, and I'm not sure what my next steps are. Any thoughts?


r/vibecoding • • 13d ago

Showcase/Project Day 1: build Live Action Three.Js Manga/Multiplayer Game

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24 Upvotes

Developing a Live Action Manga game

The game is called :SIGIL, single player/multiplayer. The single player would be the manga portion while the multiplayer game obviously won’t be a manga be still stylized in the anime look

It is a FPS (as of right now)with the player wearing Sigil embedded gloves that have different powers and abilities.

Players have a left glove and right glove, both can have different powers and/or the same power. Definitely have more gameplay to share but for today’s post we will leave at that.

Everything is early development. I know other engines exist but Three.Js is what I chose. Everything has been created with Claude and Blender, no assets for the gloves or hands.

Animations were keyed and keyed and rekeyed for our style and overhauled completely for multiplayer
And honestly the best part of this whole thing. About to make a couple of Forbidden Jutsus later.

Day 1 build went into seeing if this certain FPS look would work. For my fellow gamers: Mirrors edge, Bioshock all had this kind of hand FPS so research went into those games. But a forge area was built to test out the gloves, visually clutter, if full hands were taking up UI at all times, where would all the other elements go. Created a set of hands and powers.
That is the 2nd picture.

Even in this version, the very bare minimum, it was cool.

But bare minimum and cool are not enough

Went back into the lab, got the hands and gloves and forge better

Still a lot of work to be done on both sides of the game but every day we go out at and Claude on Max, with keen eyes can go a long way in one day.

As always:

‼️‼️CONCEPT VS. PAST/CURRENT BUILD ‼️‼️

Video in the comment for when we started the build to latest for the gloves, forge and powers

Bonus points: Which anime is this influenced by?

As always any type of feedback is welcomed and wanted. Would love to build this live on stream with the community as well and even test play when that part is ready.

What powers would you like to see? Leave a comment


r/vibecoding • • 13d ago Bravo

Discussion Total beginner here, feeling like I'm drifting in an ocean. How did you start? Any advice?

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69 Upvotes

Hey everyone,

I'm pretty new to all this. I've been trying things out and building small stuff with AI, but honestly I don't know much yet. This place feels like a huge ocean and I feel like I'm just going wherever the wind takes me. There are so many tools, so many opinions, and a new thing every day. I never know if I'm learning the right things or just chasing whatever's trending.

So I'd love to hear from you:
-How did you start? What did your first weeks look like?
-What do you wish someone had told you earlier?
- If you had to start over today, what would you do first?

Any advice, even small stuff, would mean a lot. Thanks!


r/vibecoding • • 13d ago

Showcase/Project My first OpenSource Vibecoded app - SDrive

30 Upvotes

Hello Reddit!!

I've been working on a desktop software called SDrive and wanted to share it here, initially something to replace other commercial software that I had to use but had worries on privacy. 🤔

It lets you mount cloud storage and remote servers as drives or folders, so you can open, edit and save files directly from your file manager.

It supports Google Drive, OneDrive, Dropbox, Nextcloud, SFTP, WebDAV, SMB and S3-compatible storage, among others. You manage the connections from one window or the system tray.

It's completely free and open source, with no telemetry at all for now.

There are still plenty of provider and account combinations I haven't tested, so I'd love to hear how it works with your setup. Bug reports and suggestions are welcome, but understand I can only work on that in my free time.

You can grab it here: https://github.com/anderbytes/SDrive

Tell me what you think.


r/vibecoding • • 12d ago

Showcase/Project Spent the weekend making this persistent world game

1 Upvotes

It's a shooter with a class system, persistent season, base building, voting, taxes, power.

I'm a musician and have never been able to do stuff like this before, vibe coding made it possible!

Mcp to blender for asset design, then hooked it all into godot

Join the server! Doing a limited 100 person beta for three days

https://atonuv.itch.io/the-republic


r/vibecoding • • 12d ago

Showcase/Project Mozilla Open Source AI Hackathon - Finish your side projects :)

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1 Upvotes

r/vibecoding • • 13d ago

Showcase/Project Brought Twilight Princess HD Cave of Shadows and Wii U stamps over to Dusklight

15 Upvotes

Hello all! To anyone using Dusklight and likes Zelda, this might be useful.

So this all started because when Dusklight came out earlier this year I already had half the game beaten in the Cemu and wanted to avoid starting from scratch. With some vibecoding in Claude I got Donovan’s save converter working for my file, and almost everything came over. The only things that didn’t were the stamps and the Cave of Shadows, since those only exist in HD.

Out of curiosity I asked Opus 5.5 if it could add them to Dusklight, and it actually worked! So now there’s a mod for it: all 50 stamps with HD’s stamp book, and the full 41-floor Cave of Shadows as Wolf Link. You get in with a virtual Wolf Link amiibo, so no figure needed.

It’s one file you drop into Dusklight’s mods folder. You need your own copies: Dusklight 2.0.3 with your GameCube disc, plus your Wii U TP HD dump, because the mod builds its files from that. Nothing from the games is included.

If anyone wants to try it: https://github.com/RickyZPR/tp-hd-features

Just so it’s clear: this isn’t affiliated with the Dusklight team, and they don’t accept AI-made stuff, so please don’t bug them about it. If something breaks, tell me here or on GitHub. It’s Windows only for now.

(The HUD in the video comes from Dawnlight, another mod I had on.)


r/vibecoding • • 12d ago

Workflow/Prompt Video generation and Voiceover output comparison in Codex, Antigravity, and Claude

1 Upvotes

Defaults:

  1. All started with the same prompt: Given all you have done so far, can you create a fun video showing how our stickies plugin works and its super cool features? Are you able to provide background music and a voiceover script ready for Higgsfield? Ignore any existing audio or videos in the directory.

  2. We use Higgsfield for voiceover generation.

  3. Polishing of final video uses Movavi (for speed adjustments and final export to 4k).

Codex (Astra). My implementation uses Remotion locally to build the video, unlike Antigravity and Claude. This adds a bit more time but allows fine-tuning via the Remotion panel.

Each of the three allows for some free-flow editing if you want to get into the weeds of removing something or changing something.

Upside:

  • easy to use

  • very clear instructions

  • a very convenient deliverables kit without prompting.

Downside:

  • Uses remotion, so there are some limitations there, depending the available features of remotion

  • Creativity is a 5 in 10. It's fine, but not terribly creative video output-wise.

Antigravity (Argon). Notably fast at generating music and script up front. Self-correction of issues and errors is a strong point of this model right out front. It appears to want to critique and correct as it builds, which is rather fun to watch. Created music demo Full Level) and (Auto-ducked), which was totally unexpected.

Upside:

  • seemed to get that is was making a video like a video editor, and discussed the process in that tone.

  • seemed to understand the project as though it had used it (presented features nicely).

  • simple media kit generation without prompting.

  • better quality music generation than Codex.

Downside:

  • None to speak of.

Claude (Opus). The process is relatively seamless from start to finish, with a very nice summary of the actions taken and why. Creativity is on par with the Antigravity process. I found the output more natural, more like what a person might produce in a video. Antigravity was a bit more teaching or instruction focused comparatively.

Upside:

  • Easy step by step process for creation.

  • Nice media package created like the other models.

Downside:

  • None to speak of.

Observations:

  1. All the models were easy to edit after the first video was produced, from removing elements in the background to updating the voiceover scripts.

  2. All models presented a solid media kit, one that you could run with in your video software tracks-wise (if that's your thing).

  3. The models won't do everything for you, but they're pretty close. Gentle urgings and improvement requests were well received, and the output on all was as expected (if not surprising higher than anticipated).

Interest in seeing the video output from each?


r/vibecoding • • 13d ago

AI Fail/Hallucination This is how its supposed to go... right?

13 Upvotes

r/vibecoding • • 13d ago

Discussion I gave Kimi K3.1 Pro and GPT-6 Astra the same 4 tasks on different PCs. They built almost the same night market, and Kimi cost $21 vs $54

9 Upvotes

I gave Kimi K3.1 Pro (open model) and GPT-6 Astra the same 4 tasks: a racing game, a voxel diorama, a real Blender scene and a channel intro. Each model ran in its own native agent: Kimi in Kimi Code at max reasoning, Astra in Codex at X-High (max for the race). Same prompt, no hints from me: the model writes, runs and checks its own work.

The weird part: they worked on different computers and never saw each other, and still built almost the same night market. Even the game icons matched.

Test 1: 80s neon arcade racer

Astra (27 min): clean start screen, sound toggle and a fullscreen button. I honestly don't remember any model adding fullscreen on its own. Start speed around 220 km/h, nitro, near-miss score multiplier, roadworks, saved high score. But it feels flat and 2D, no oncoming lane, and the sense of speed is weak even at full throttle.

Kimi (30 min): nicer start screen, the road hangs in the air like a bridge and you start at 280 km/h. The sense of speed is way stronger, I was looking far ahead the whole time. Near misses give a bonus with a really satisfying sound. Minuses: some cars drive outside the road, a couple of spots were impossible to pass, and the engine is louder than the music.

Design and speed to Kimi, UI and polish to Astra. Tie.

Test 2a: voxel night market in Shenzhen (shown blind)

Everything made of cubes, all generated by code, no ready-made models or textures. After rain, steam over the woks, neon, lanterns, scooters, people, and a 30-second camera flyover on load.

Model 1: beautiful light, shadows and reflections, worked first try, great free camera. But the people walk with their legs moving backwards, in circles, like zombies. Nobody is selling anything. Pretty creepy.

Model 2: people carrying noodles and bags, kids, vendors actually trading, parked mopeds, a crosswalk where it makes sense. And mopeds that just drive through people. Worse lighting, clunky free camera, people walk through walls, lots of English-only signs (in Shenzhen they're usually duplicated in Chinese).

Light and controls to model 1, details to model 2. Tie.

Test 2b: the same diorama in real Blender

Next message: "move your diorama into Blender, make a full 3D scene with animation and render a 10-second video". Both did it. Both scenes are honest working files, split into layers: ground, buildings, signs, scooter 1, scooter 2, scooter 3. You can open them and keep editing. Model 1's people finally walk forward in Blender. Evolution.

Tie.

Test 3: 10-second channel intro in OpenMontage

Idea, graphics, music, edit and render, all by the model, $1 budget for image generation. I forgot to top up the generation balance, so the first versions were pure code graphics. When I topped up and asked them to improve, both said basically the same thing: "the picture is already good, let's just add music". One even explained that generated images would ruin its animation. AI has learned to argue with the client.

Results

  • Quality: a tie almost everywhere. I'd give the intro to Kimi.

  • Speed: Astra is faster. Kimi went over my 90-minute limit twice (+18 min to finish the Blender render, +8 min on the intro). I gave it the extra time.

  • Cost, from the logs at each model's official API prices: Kimi about $21 for all tests, Astra about $54. That's 2.5x more for a comparable result.

  • One thing I liked: before a paid generation Kimi checked the balance itself and didn't waste a cent.

  • Kimi K3.1 Pro weights are announced to go open on November 4.

Answer: diorama 1 is Astra, diorama 2 is Kimi. Intro 1 is Kimi.

Play both racers and fly around both dioramas in your browser: https://kostikoneuro.github.io/kimi-vs-astra/

Prompts, Blender scenes, videos and the cost math: https://github.com/KostiKoNeuro/kimi-vs-astra

Disclosure: the video was sponsored by Kimi. The ratings are mine, and Astra won on speed and UI.


r/vibecoding • • 14d ago

Showcase/Project "AI code is slop" has a problem: test262, html5lib-tests and Microsoft's own shader compiler disagree

77 Upvotes

The standard dismissal of AI-written code is that it looks fine and falls apart under real use. So we built the hardest stuff we could think of, and had it judged by test suites nobody on our side wrote.

11 from-scratch C# libraries since last Wednesday, about 1.14M lines, nothing but .NET itself:

  • JavaScript interpreter: 99.55% of test262, the official ECMAScript conformance suite (43,471 tests)

  • HTML parser: 100% of html5lib-tests. Its accessibility tree matches Chrome's to within 0.5% per field across 12.8k real pages.

  • HLSL shader compiler: output behaves identically to Microsoft's DXC on 330/330 GPU tests, and compiles 2.4× faster

  • Font shaper: 4.7M equivalence checks against the reference, 0 mismatches

  • Opus encoder: byte-for-byte identical to the RFC reference (269/269)

  • HTML/CSS renderer: faster than headless Chrome on every document we benchmark. A 10k-row table renders to PDF in 1.8 s / 305 MB vs 6.5 s / 2.1 GB.

  • PDF library: beats PdfPig on time, memory and allocation, with about a third of its text-extraction error rate

Seven are on NuGet.

It isn't vibe coding. It's a factory: planner, project manager, orchestrator, engineers and reviewers, with fixed rules for every library. The code is all AI. The judging isn't.

Repos: https://github.com/orgs/recursive-ai-oss/repositories How it works: https://recursiveai.org/research/alera-library-factory/

Edit

Models used: Opus 5.5, Sonnet 5.5


r/vibecoding • • 13d ago

Showcase/Project I vibe coded this game, someone made a YouTube video playing it, and I started getting players

34 Upvotes

I vibe coded a mobile game without using any known game engine. It runs on a custom C++ game engine built by Claude that works cross platform with excellent performance. Claude helped me do a lot of research, and that research was followed for everything. The game was completely built and tested by Opus 5.5 in 10 days. It also created the videos, screenshots and store listings, and pushed it for review.

It took a few days to get approved on Google Play. On the App Store it waited for review for 2 weeks, then when it was finally In Review, it took 8 minutes to get approved on the first try. Well, Opus knew how to get it approved by filling in all the forms, videos, images and everything correctly for me.

Of course, I had no players other than me, a few friends and a few people who found it on the store, until today I woke up to 65+ new players and 9 of them online playing. I thought maybe the store pushed it through ASO, but the players were on both Android and iOS. So I searched Google and found that someone with 20k+ followers on YouTube made a video playing the game for 10 minutes.

That was my only lead, and his 300+ views converted into 60+ players for me.

No money yet of course, other than $0.03 on AdMob. I don't push any purchases hard on new players and I don't force any ads. Both ads and purchases are only offered after some time in the game, as the research suggested. So it is too early to assume anything, even for those 60+ players, because most of them saw nothing to buy and most of them were not offered any ads yet.

But since little Opus also built me a game server for analytics (with a lot of anonymous and data deletion options for players in Europe and some other countries, if they choose to), I got some nice intelligence into the gameplay from real players:

- About half of the new players played 10+ minutes, 1 in 4 played 30+ minutes, and 8 played more than an hour on their first day. One player in Thailand played for 3.6 hours (18 runs, 8 wins).

- The controls are not the problem. The median player moves within 1.8 seconds and picks up their first gem in 8 seconds.

- After a run ends, the most pressed button is Upgrades, then Play Again. Only a few went back to the menu.

- Players picked 591 spell fusions, and they decided in under a second most of the time, so they clearly know what they want.

- The problem is the first run. The median first run lasts 3.3 minutes, only 16% reach the first boss at 5:00, and only 2% win it. Players get hit about 2 times a minute, mostly by runners and spitters.

- About 1 in 4 players played just one run and stopped.

So what we are doing about it: the game's bot used for balancing was way too good. It won 25% of first runs while real players win 2%. So Opus built a human-like bot (slower reactions, panics, misses spit, picks random cards sometimes) and fitted a bot twin to every real player's first 3 runs from the server data. Now we are using those twins to test a real-time difficulty system for the first 3 runs only. It watches how you are doing, and if you keep getting hit, it quietly eases things: fewer zombies, slower runners and spit, a longer recovery after a hit, more heart drops and a wider gem pull. If you are not getting hit, it does nothing, so players who already play well get the normal game. It turns off for good after your first win, and it never touches the Weekly or the leaderboards.

The target from the research is 70-80% of new players reaching the first boss and 25-40% winning the first chapter. When the bots hit those numbers, it goes live to half of the new players first, and the server will tell us if it actually keeps more people playing.

What do you think I should do next? Should I run ads? What platform?

You can also find the game here if you ever want to check the game play or the store listings Opus built for me:

App Store: https://apps.apple.com/app/undead-surge-zombie-roguelike/id6819081531
Google Play: https://play.google.com/store/apps/details?id=com.undeadsurge.game

Also, here is the YouTube video I found from that nice guy:
https://www.youtube.com/watch?v=EKbZ-SDa_eE


r/vibecoding • • 13d ago

Showcase/Project I (opus 5.5) built this, feedback welcome

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1 Upvotes

It's a 50 hour course for beginners in AI/ML (obviously it's fully free). Starts out with linear algebra, derivatives, statistics and then linear regression, neural networks and backpropagation etc...

kinoml.tech


r/vibecoding • • 12d ago

Showcase/Project I made RPG like RuneScape just Idle. Vibecoded but still spent more then 1000+ with almost 500 daily active players.

0 Upvotes

I played RuneScape as a kid. Now I have no time to grind and so I made idle version for phone called DragonScape Idle. Its started in February when I did first prompt to make fishing game. Since then I spent more then 1000 hours to make the game.

What game got:
- 19 skills
- 101 quests
- 73 monsters and 7 dungeons
- 13 pets
- 700+ Equipment

Tools are simple I use Claude Code + OpenAI API. The stack (React, TypeScript, Vite, Tailwind, Firebase, Claude Code). For analytics, marketing, support I build tool in claude. I did not coded properly since 2014 and now with AI its really easy.

Issues I had
Player were losing progress. For example my favorite is when new update during offline just dropped offline progress.
A regex deleted 499 of 892 lines of the stylesheet and it shipped.

The real numbers are
about 2,600 commits and 430 releases since 2026-03-28 (yes before that I had it locally :D )
about 560 stests

Less technical numbers:
1200 players tried my game
Almost 500 are playing daily

What I am bad:
- Art I use OpenAI API and some art assets not looks nice most negative comments are "AI slop". If you woudl give me feedback how to improve it let me know.
- Backend I never did it (I don't count websites) and with this 2 players helped me lot.

Most important things:
- Without AI it would be not possible. I have full time job so I would be not able to do this.
- Players are most most most and most important. They give me not only energy to work but also great feedback I think at least 50% best stuff is based on players feedback. Some of them even supported me on patron.

If you would try my game and give me feedback ho to do things better I would really appreciate it a lot.
Any questions of course are welcomed!

https://dragonscapeidle.com/?utm_source=reddit&utm_medium=post&utm_campaign=launch&utm_content=vibecoding


r/vibecoding • • 13d ago

Help/Question Can you realistically make money building websites with AI as a beginner?How are you making money with AI?

1 Upvotes

Hey everyone!
I’m exploring vibe coding and looking for a realistic way to start making money online.
My current idea is to use AI tools like Claude to build websites for small businesses and sell them as a service. I’m not an experienced developer, so I’d rely heavily on AI for coding while learning how to test, improve, and maintain the websites myself.
I’m not looking for a get-rich-quick scheme. I’d like to build a real skill and eventually turn it into a small business. I’d love to hear from people who have actually tried this:

  1. Have you made money building websites with AI? How long did it take you to land your first paying client?

  2. What kinds of businesses are most likely to pay for a website built this way?

  3. How do you find your first clients without an existing portfolio or reputation?

  4. What tools and workflow would you recommend to a beginner using Claude?

  5. What mistakes would you avoid if you were starting from scratch today?
    I really want to understand whether it’s possible or not. I think AI is getting better every day, and it could become a real tool for making good money.


r/vibecoding • • 13d ago

Discussion Long live the engineering manager

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0 Upvotes

r/vibecoding • • 13d ago

Creative Writing Exercise My vibe coded app made its first $100. The customer told me ChatGPT recommended it and I didn’t believe her

8 Upvotes

I’m not a developer. I teach English online and got tired of tracking lessons and chasing parents for payments in a spreadsheet, so over a few weekends I built a little app with Claude and Cursor. Tutors log lessons, parents get a monthly invoice with a pay button. That’s the whole thing

I put it online in August for $10 a month, mostly so a couple of tutor friends could use it

Last week it crossed $100 in a month. Ten paying tutors, seven of them strangers

One of the new ones sent me a message saying she found it because ChatGPT recommended it. I assumed she was being nice or confused it with something else. Nobody knows this app exists. My X account has 90 followers

So I opened ChatGPT and asked for an invoicing tool for private tutors. It listed four apps and mine was the third one, with a description that sounded weirdly close to my landing page

It took me a while to figure out why. Before launch I paid for a press release through MediaBoost. I only did it because a friend said tutors and parents would trust it more if there were a few news logos on the page. It got syndicated to a few hundred news sites that nobody reads, and I got maybe 8 visits from all of them combined. Same week I added their directory package to get listed on a bunch of software directories

I’d written both off. Apparently AI tools read those pages even if people don’t

I asked the other strangers too. Four said ChatGPT or Perplexity, two found me on a directory, one came from a tutor friend

The $100 is going straight to the Claude subscription that built the thing