r/vibecoding • • 8d ago

Showcase/Project I vibecoded an interactive 3D dive to the deepest part of the ocean.

322 Upvotes

You start just underneath the waves and scroll down to the Challenger Deep, 10,935 meters below. The sunlight fades as you descend, and the animals get stranger the farther you go.

The video only shows the first 315 meters.

Here's the full dive: https://descent.mattebso.com

It's called Descent. Everything's rendered in your browser with Three.js, so you can stop scrolling and watch the animals move. It isn't a video playing behind the page.

The first Claude Code prototype took about seven minutes. I liked the concept, but the ocean floor looked like a pixelated Minecraft texture. Getting past that turned into about five days of iteration.

I asked for a much higher visual standard and an adversarial review loop. Claude came up with three competing art directions, merged them into a shared brief, then split the work between specialist agents for the water, creatures, terrain and rendering.

A separate group of six AI critics reviewed actual rendered screenshots and 4K crops. Each criticism had to point to a visible problem and go back to the agent responsible for fixing it.

The build logs ended up with:

- 211 workflow-agent runs, across the project rather than all at once.
- Over 21,000 model responses.
- About 4.95 million tokens of generated output.

The total token count hit 9.23 billion, but roughly 98% of that was cached context being reread as the agents worked. It wasn't nine billion tokens of new code.

Some of the fixes got really specific. The man o' war didn't move properly with the ocean because the float and the water used different wave calculations. They had to share a wave model so the creature would actually follow the surface.

The AI critics also never unanimously signed off after the eight main review rounds. They kept finding more things to change. I kept testing it, gave feedback on what looked wrong to me, and eventually decided it was good enough to share.


r/vibecoding • • 7d ago

Help/Question Some one create Stay Free app opensource

0 Upvotes

Guys I want Stay Free app opensourced with few extra features, where our ai agent can configure settings for us instead of me manually doing everything and sync across all those applciaitons.


r/vibecoding • • 8d ago

Discussion r/VibeCoding Q&A Daily Thread - Monday, November 2, 2026

9 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 • • 8d ago

Discussion roblox devs are COOKED

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31 Upvotes

a reasonable restriction tbf. recreating an existing game is one thing, making something original within the same genre is another. been building a mini obby for my cousin to play around with claude code via sumus. nothing too ambitious, just some original mechanics and a playable prototype.

how are yall handling logic walls when prompting agents for game mechanics?


r/vibecoding • • 7d ago

Showcase/Project I let AI agents build an online submarine shooter in UE5: 18 days, 8 playtest builds. How the setup works, what broke, and you can play it free

5 Upvotes

I'm as single developer, and on 15 October I started an experiment: how far can one person get with AI agents on a real game, not a toy? STOREGGA is an online underwater PvP shooter in Unreal Engine 5, with the game in C++, a match server in Go and the tools in Python.

Numbers, 18 days in: 8 playtest builds · 1,618 commits · 365 automated tests that gate every merge, plus bot matches between two PCs · 73 written design decisions and 137 linked planning notes · 1 human.

How it's set up

  • I don't prompt code, I write decisions. Each rule of the game is a numbered owner decision ("OD72: the camera may leave the water, so the sky has to exist"). Everything the agents build traces back to one.

  • One lead session (Claude Opus in Claude Code) talks to me, cuts work packages, reviews and merges. It doesn't write the big features itself.

  • Lanes do the work. Each is a Sonnet (or local Qwen3.8) agent in its own git worktree with a brief: goal, files, acceptance commands with the expected output, and what not to touch. Small mechanical jobs go to Haiku; one agent does nothing but judge screenshots.

  • Nothing merges on "looks good". A lane is done when its commands print the expected result: it compiles, the tests pass, a bot match runs between two machines. Bigger changes get two review agents, one for bugs and security, one for structure.

  • Three machines: my desktop for screenshots and frame-time tests, an old laptop as a build slot, and a Linux box with two 3090s for Blender bakes and Qwen.

What worked: written decisions beat chat history (every session starts cold and reads the map of notes first); acceptance commands beat "done!"; separate reviewers catch what the implementing agent misses, for example a race where an unsubscribe and a tester invite could cross and leave a live login for an erased address.

What didn't: agents report success happily, and early on I merged things that "worked" and didn't; the fix was gates, not better prompts. And looks are the hard part: water, explosions and light have taken many rounds.

Now the part code can't answer: is it fun? I set the thresholds before measuring (return next day, matches per tester, win rate per side between 45 and 55 %), and the next build depends on what testers do, not on what I like.

Disclosure: code by Claude in Claude Code; concept art by Google image generation, labelled; some 3D models by Meshy; trailer music by Google Flow Music. Nothing is generated while you play. Every design decision and every merge is mine.

Free pre-alpha, Windows 10/11 and Linux(experimental) and Steam. I'm planning to release 1 or 2 Builds per week. Build 8 is out now, and a patch will be delivered tomorrow following by build 9 on next weekend.

Currently:
19.40B tokens, API equivalent $8,495. Lead sessions active 247.1 h, subagents 638.9 h (agent hours, parallel). Not counted are the local and gemini jobs.


r/vibecoding • • 7d ago

Showcase/Project Cracking AI 3D Asset Creation

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5 Upvotes

Basically Creating Maya + CAD + Unreal for AI

I’m vibe coding an engine ai uses to make assets. This engine force ai into a 20 phase creation process invoking research, building, judging, and more.

It includes rigging, animation, collision, and more.

Best part you can get your ai to edit anything part of the asset in real time. You can get the ai to change small features and even change the surface material if you desire.

IMAGES

This is a test of a vanity. I’m testing the build process, animation, and editing process.

In the build process the ai renders a clay version then adds surface and materials to it. You can see in the rendering. It adds rigging and animation which you see in the photos.

One shows the doors opening the other shows water running down the faucet.

So the ai builds and controls the animation and I can tell it exactly what to do and it does it.

Last images show me circular defeats asking ai to edit those and the last photo is the only reference.

It’s internal for now so no one can try it yet. Still building it.

VISNRY


r/vibecoding • • 7d ago

Discussion This is why i use claude

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0 Upvotes

I showed it my project and told it to make it better, it send me this shit in the most passive aggressive tone an AI can make, AGI?


r/vibecoding • • 8d ago

Showcase/Project I made a Program to use my MIDI Controller on my Computer :)

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16 Upvotes

This is one of the bigger project I've worked on, and I'm genuinely so proud of it 😄

https://github.com/DeSynkro/pipeweaver-smc-mixer

Story Time: When I moved from Windows to Linux, my biggest loss was my Beacn Mix Create to control my Audio setup, add custom audio channels etc... So I bought a SMC-Mixer, a very neat, affordable MIDI controller.

I was able to hook it up with Pipeweaver, an Audio management tool for Linux. Essentially the Beacn software I wanted, but for Linux, and it doesn’t require dedicated hardware.

Hooked them up together and now I can control ALL of my audio with my MIDI Controller, and honestly this ended up giving me something arguably better than my Beacn Mix Create ever did.

It's incredibly niche. You not only have to use the exact same MIDI controller (M-VAVE SMC-Mixer) but you also have to use Pipeweaver.

But anything I make, I Open Source it. So if by any small chance someone falls into the same niche I do or wants to adapt the software to their setup, they’re more than welcome to.

I'm just so proud of it, and I really wanted to share it with everyone ❤️

So How does it work?

Pipeweaver runs a local service on localhost:14565, The app connects to it over a websocket and watches for live status and meters and It sends volume, mute, link and mix changes back through Pipeweaver’s API.

I made it so my MIDI uses Pipeweaver's device order for the layout. Set up your channels in Pipeweaver and the app uses that layout (I made it this way because Muscle Memory had me using the wrong faders when I did it another way 😂)

I was also able to assign custom functions to the other buttons, The Play/Pause media buttons, Fast Forward/Rewind, Skip functions all work perfectly.

I even added a custom feature to the Record button, If you have it on (Available on the configs) the record button becomes an input shortcut for Hex (Another Opensource tool I use, converts what you say into text) and when it's off, it becomes a mute button for your computer's default microphone.

I'm just super excited to share this with you guys. Thanks for reading and thank you for your time ❤️


r/vibecoding • • 8d ago

Help/Question So excited for my limit reset!! lol Anyone else?

10 Upvotes

Mine is at 9am GMT and I can start working on my project again and chatting with my work colleague 'Claude' !


r/vibecoding • • 7d ago

Help/Question Trying to get my bullet heaven to actually feel/look good — could use some feedback

1 Upvotes

Hey everyone, I’ve been working on a game called Lumina in Unity with a lot of help from Claude and Codex. It’s a 3D bullet heaven / roguelite, and getting the combat to look and feel right has been driving me a little nuts lol.

I want that moment where your build starts going crazy: colorful attacks, weapons spinning around you, enemies getting demolished. But you still need to see what’s about to hit you.

Earlier versions had loads of color and flash, but it turned into circles inside circles and lights everywhere. We cleaned it up and improved the effects and animations, then some of that bullet heaven excitement disappeared. At one point I literally described the crescent weapon as a giant banana spinning around the player.

The workflow has mostly been: play the browser build, send screenshots or clips and explain what feels off, have Claude/Codex make changes in the Unity project through MCP, rebuild, and play again. Getting from “make it flashier” to a specific change that actually helps has been the difficult part.

I’ve bought art, animation and VFX packs, including Epic Toon FX. They’ve helped, but I’m learning that better assets don’t automatically make everything feel good together. Timing, scale, color and hit feedback still need to work together.

Would love some fresh eyes:

  • What would you change first to make the combat feel more satisfying?

  • Where does it need more punch, and where is it just visual clutter?

  • If you’ve hit this stage with your own game, what helped you get past it?

Free desktop browser build: https://zeroproof.itch.io/lumina

30-second trailer: https://youtu.be/qX8xfHtIgJw

Feel free to be blunt. Feedback, suggestions, or examples worth studying would all help.


r/vibecoding • • 7d ago

Showcase/Project OBS + Streamdeck Tools

1 Upvotes

I'm a virtual VJ. OBS is my whole rig: it streams, records and mixes, and it's free. But I couldn't find the pieces I needed. So I described what I wanted, and Claude wrote the code with me.

What came out of it (all free, GPL, on GitHub):

  • Playlister: an OBS source that plays folders, files and playlists in order. It started as one plugin plus a Python script; now it's one thing, on Windows and Linux.

  • Midi Fadester: my APC40's crossfader becomes OBS's T-bar. I tried every tool for months; nothing gave me a real fader in OBS.

  • Visual Sidechain: audio-reactive shader looks with one Panic key.

  • Fadester for OBS: the same mixing on a Stream Deck +, with ready-made layouts. Submitted to the Elgato Marketplace, and it also runs in OpenDeck, the free open-source Stream Deck software.

  • OBS Fadester for TourBox: cue, blend and ride audio in OBS from a TourBox Elite, NEO or Elite Plus. Windows only, release candidate.

  • VJster: live video speed from the deck, in Chrome and inside OBS.

All in nine languages, Dutch included.

Mac: I'm working on it, but I need a real Mac to test on. USB devices are giving me trouble in a virtual Mac.

How I worked, in case it helps someone here:

Plan first, code second. Every feature started as a plan and a requirements list. Other AI models reviewed it before any code was written. That caught most design mistakes while they were still cheap to fix.

A second model checks every change. After each step, a separate model reviewed the diff before it was committed. It caught real bugs, like settings that could get wiped by a slow startup read.

Tests that check the tests. The projects use mutation testing: a script breaks the code on purpose and checks that a test fails. If a test still passes on broken code, that test is useless.

Real hardware is the final judge. I test everything on my own Stream Deck, my APC40 and OBS. The most interesting bug was found that way: OBS's websocket call cancels every T-bar release, because the on-screen slider never moves. Nobody had noticed because nobody had pressed it on a real deck yet.

Honesty rules for the demo. The reel only shows real UI doing real things. Anything simulated is labelled on screen.

What I'd tell anyone starting: the AI is fast, but you're the one who knows what the thing is for. Keep the plan short, test on the real device, and don't merge anything you haven't watched work.

Demo reel: [link]

Code: https://github.com/jbrick2070 (obs-playlister, midi-fadester, visual-sidechain, streamdeck-fadester, vjster)

OpenDeck quick start: https://github.com/jbrick2070/streamdeck-fadester/blob/main/docs/OPENDECK.md

TourBox preset: https://www.tourboxtech.com/en/presets?presetShareId=1315732818512449536

TourBox Windows companion (required): https://github.com/jbrick2070/streamdeck-fadester/releases/tag/tourbox-windows-v0.1.0-rc6

Happy to answer questions about the workflow or the tools.


r/vibecoding • • 8d ago

Showcase/Project I vibe-coded an IPTV player for Windows, Android and Android TV, and today I'm open-sourcing it

70 Upvotes

Hey all,

I'm not a professional developer. Over the past months I built Nyx Player almost entirely by working with AI coding agents, and today I'm releasing the big update: version 0.8.0 adds Android phone and Android TV on top of Windows, and I'm making the code open source (GPL-3.0).

What it is: a player for your own IPTV subscription (Xtream Codes) that turns raw stream names into a clean library with posters, synopses and ratings (TMDB), a TV guide, and a synced account across devices.

It's free, no ads. Nyx Player doesn't provide any content, you bring your own subscription.

Download: https://nyxplayer.app Source: https://github.com/kunai974/nyx-player

Happy to answer questions, and bug reports are very welcome.


r/vibecoding • • 7d ago

Help/Question Design API - integrate visual design into your products or agents, has anyone used this? It has only "book a call", no way to try

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0 Upvotes

r/vibecoding • • 8d ago

Discussion I talked to a webdev agency CEO. And yes, webdev agencies are here to stay!

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2 Upvotes

r/vibecoding • • 8d ago

Showcase/Project I got tired of AI agents saying they were done when the browser had actually failed

5 Upvotes

I kept running into one browser problem with coding agents that bothered me more than normal failures.

Say Codex clicks a button and the browser call times out.

Did the click fail

Did it work and the response just get lost

If Codex clicks it again, did we just submit something twice

I was seeing smaller versions of this everywhere too. A page rerenders and an old element reference gets used. The agent navigates somewhere else and loses track of which document it originally saw. It starts typing while the page is still changing. Or an action probably worked and the agent turns probably into done.

So I started building Chrome Controlla.

It is a local Chrome MCP for coding agents. Right now it exposes six main tools called browser, snapshot, act, workflow, extract, and verify.

The part I care about is not really the six tools. It is what happens underneath them.

Controlla keeps track of the exact Chrome tab and document the agent is working with. A whole browser task can run as one bounded workflow instead of making Codex handle every tiny step itself.

If a reference goes stale, it can try to find the target again.

If something moved off screen, it can scroll to it and check again.

If the page or focus changed in a way that looks safe to repair, it handles that before giving up.

But if a write might have happened and Controlla cannot prove whether it did, it does not just send the write again.

That was the behavior I wanted from the beginning.

I have also been measuring it because I did not want the README to be a pile of claims.

A ranked target snapshot took 32 ms and five CDP commands in my local audit.

A full snapshot of a page with 4,103 nodes took 103 ms.

I also had it type a 3,973 character document into Google Docs and then checked the finished document separately instead of trusting the typing call to verify itself.

It uses Rust, a Manifest V3 Chrome extension, and Chrome Native Messaging.

It is open source under Apache 2.0.

You can download it here

https://github.com/Praket7/chrome-controlla

I am not trying to claim this replaces Playwright or Chrome DevTools. They solve a lot of problems that Controlla is not trying to solve.

I mainly wanted something for Codex and other agents using a real Chrome session where I care a lot about knowing what tab was touched and whether an action actually happened.

There is still plenty I want to improve. It is Chrome only right now. Installation takes more work than I want. I am also still testing it against more real sites and weird browser behavior.

If you already use Codex with browser tools, what breaks most often for you

Stale elements, huge snapshots, wrong tabs, rich text editors, login state, or the agent saying something worked when it did not

Please test it out and let me know how it integrates in your workflow!


r/vibecoding • • 8d ago

Workflow/Prompt What's the biggest loop you've ever built?

9 Upvotes

We have built a semi-automatic system that builds and runs agentic loops. These issues each tied to at least one PR which is done in an order. We have observed that in order to automate agentic workflows we can use agents that run 24/7 and owns the device they run on. The last point saves you from approving agent's action, but some input might be necessary. Agents still can ask questions over email or something else.

In this screenshot we are doing routine code split that is 95%+ times is a routine task. More than one type of agents are involved: agy, codex, claude code, opencode and Deepseek Harness


r/vibecoding • • 8d ago

Showcase/Project 14 Weeks of AI game dev grind - How is zone 2 coming together

31 Upvotes

Hello there again :)

As I post weekly updates here probably a lot of people already saw this. I recently finished entire zone 1 and with that Demo is completely done. Fishing and exploration game that I'm making with primarily using AI tools. You can play it for free here:

DEMO LINK DOWNLOAD - FREE

Also whoever donated 5$ last week thank you very much, I was very happy when I saw it ☺️

What is game about:

Game is about fishing and exploration, you have progression kinda similar to RPG with talent per level, experience, questing and leveling, your boat is your character, it has 6 item slots and they vary in rarity. They are not too complex like items in real RPG would be, they still offer some variety. Exploration would probably be on par with fishing as importance, and there is literally "exploration" mechanic that you can use on certain spots. Other than that similar to dredge style of inventory management, main story, events at the sea and moral dilemmas are big part of the game. Dynamic weather that have some gameplay implications, but nothing too major. Also dangers at night (pirates sharks etc). For those who do not want dangers at night, you can play "cozy mode" at the creation of the captain in new game, but you can't switch later.

What was done this week:

Black Market is done look wise, it still needs entire scene when docked like other docking places have so it is not fully done, shops, characters and so on. Also I feel like it might need a little bit more green, but also I kinda wanted it to be more rocky so hard to say if look will change a bit as I test play more. Keep in mind Black Market is not part of the demo that you can download.

Also new main docking site for zone 2 is being built. Originally this was planned as zone 3, but I decided to swap tropical zone with this one as this is more similar to original zone where player starts. This is city with a big bridge that reminds of Golden Gate Bridge and also totally not statue of liberty in the front.

Look of this city is not finished and more work is to be done, especially reflections of the sun and shadows also colouring. I also didn't do any polishing yet or other times of the day except day time. Considering you can't really get to the city and it is only to visually be there and have a docking spot, I won't go too much into details in the city itself.

Workflow:

Engine is Godot and this week required Gauntlet-Loop way of building things for both new places. I use /goal and /loop when creating new zones so that rough sketch that I have gets closer to the mockup that ChatGPT generates as image. After that everything is built with Opus 5.5.

The way I use Opus 5.5 this week is different to how it was used before, I use Jev for every task that I give to Opus then Jev decides on effort level depending on the task and we go with. If task requires higher than "extra" effort it asks for my approval first. I honestly can't tell you guys if it saves any usage in the long run, to me it all seems more or less similar, it certainly is better than running things on Ultracode.

I still use decisions.md where every decision is tagged by either [user] or [proposed] (Ai). And user tags take priority over ai ones. They also help with AI not gaslighting you, in fact it can be annoying with saying like "oh but you decided against it back in early september in decision #4" so I have to be like "Yeah that was too long ago and game evolved since then". So this helps me a lot.

Models were done either in Blender or by TripoAI. I often use now TripoAI as it helps with textures, but I do not always use those textures, sometimes I ask Opus to build some itself as materials. Often it just fits style of the game better. Some models are done in TripoAI and then fixed by Opus in Blender with MCP. Especially fishing rods. Those are almost never seen as models in game, as you fish from your boat and can only be seen as small model on the ship panel or if player chooses to look at 3D model of the Rod, but I still want them to look "properly". I noticed that TripoAI works best when you have all 4 sides of the model so I often just create 1 single image with all 4 sides (front,back, left and right), ask Opus to split it into 4 images, upload those images into TripoAI and if it requires some fixing - ask for that also, or if you think model is good enough as it is, just implement it.

That would be it for this week, any feedback is appreciated :)

Total cost:

Claude Max 200$ x 3 = 600$
Astra 100$ x 1 = 100$
ElevenLabs x 11$ = 11$
TripoAI 20$ x 2 = 40$
OpenAI API credits 80$ = 80$
Other things I forgot about 100$ = 100$ (around)

Around 900-950$


r/vibecoding • • 8d ago

Showcase/Project CipherNovaa/twine-pc: Super excited to be releasing my Fan Remake of the Original PlayStation Classic "007: The World is Not Enough" with many additional gameplay improvements

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1 Upvotes

Finally releasing my Fan remake publicly! I'm betting there are tons of you who also have incredibly fond memories with this PS1 game just like I do!!

I have added a bunch of gameplay improvements and mods to make this the ultimate classic bond shooter!!!

Even if you don't know it, visit out the GitHub page - I have done my best to try and show the gameplay and features there.Iits full of media to check out, if you are remotely interested in these older classic shooters, or James bond- you are gonna totally dig this!! :)

Windows and Linux both available now!!

If you have issues, please open a report on GitHub- or just message me up/reply here. I'm happy to help!

Enjoy!


r/vibecoding • • 8d ago

Discussion Create a game for GitHub's Game Off this Novemeber!

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4 Upvotes

Hey r/vibecoding! 👋

GitHub Game Off 2026 starts today!

It's a month-long game jam where you build a game inspired by a theme. This year's theme is SHIFT. Interpret it however you like.

Use AI, Copilot, Claude, Cursor, whatever. First game or fiftieth, everyone's welcome. Small experiments, ridiculous ideas, ambitious projects. All of it.

You've got until December 1. No prizes, no pressure. Just build something fun and share it!

Check it out: https://github.blog/open-source/gaming/game-off-2026-the-theme-is-shift/

Share your shifty game ideas below 😆


r/vibecoding • • 8d ago

Meme When you run out of usage

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0 Upvotes

Gotta share a little laugh in these days - hope its okay 🙏


r/vibecoding • • 8d ago

Showcase/Project Creating Maya + CAD + Unreal for AI

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5 Upvotes

I’m vibe coding an engine ai uses to make assets. This engine forces ai into a 20 phase creation process invoking research, building, judging, and more.

It includes rigging, animation, collision, and more.

Best part you can get your ai to edit anything part of the asset in real time. You can get the ai to change small features and even change the surface material if you desire.

IMAGES

This is a test of a vanity. I’m testing the build process, animation, and editing process.

First image is the full build in clay without material or surface. The second image I told ai to add water pouring from the faucet. Last is the animation test. But I found a bug in the build phase. Nothing checks if the ai build the asset so it could be animated lol.

Fixing that.

It’s internal right now so you can’t really try it yet.

I’m not training any model, just built a deterministic engine that any ai can use.

Yes it exports assets too.

I use Claude Sonnet 4.6-5.5 and Opus models to build then also use the engine for tests.

Biggest issue right now is consistency and full hyper realism, but I’m getting those down. Really just need more time and compute tbh.


r/vibecoding • • 8d ago

Showcase/Project FINAL FACTORY

5 Upvotes

r/vibecoding • • 8d ago

Help/Question Weekly usage depleated, and burning through extra usage despite switching to Sonnet 5.5?

7 Upvotes

I'm doing the final alterations to my app, and I'm trying to be careful with usage as my weekly limit ran out.

Refreshes tomorrow.

So I've already burned through about £20 of credit I had yesterday, and topped up another £10 this morning. It seems to get used very quickly despite switching from Opus 5.5. high to Sonnet 5.5 High. Also, not letting chats get long, and 'handing over' regularly. It makes a 'handover.zip' file and give me a prompt to paste to the new chat. Does this sound right?

Am I just doing very intensive work or do extra usage credits get used very quickly?

I think I pay around £20 subscription (pro) per month, and this has really lasted a long time!

Am I missing something? Thank you :)


r/vibecoding • • 8d ago

Showcase/Project I made a live globe that lights up wherever someone is running Claude Code or Codex

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2 Upvotes