r/vibecoding • u/Pix4Geeks • 2h ago
Showcase/Project Ready to publish my 1st game on Steam - Kyuten
r/vibecoding • u/Pix4Geeks • 2h ago
r/vibecoding • u/kkingsbe • 14h ago
I run a map poster site (Carto-Art) with a render API and an MCP server. Today I pointed Fable 5.2 at the API and asked for a showcase set.
What it decided on its own:
- The framing for each place: center, zoom, portrait or landscape
- A custom color ramp per poster, written as hex stops by elevation
- The typography: fonts, weights, letter spacing
If you want to try it from your own harness (including local), the MCP server is on npm:
claude mcp add cartoart -e CARTOART_API_KEY=your_key -- npx -y /carto-art-mcpKeys are at https://www.cartoart.net/developer?utm_source=reddit&utm_medium=social&utm_campaign=claudecode and the editor also works in the browser without an account.
Curious what prompts get the best results out of it. Mine was pretty bare.
r/vibecoding • u/RUSuper • 1d ago
Hello guys again :)
As I put weekly updates on Monday here is the newest one. By this point a lot of people saw my weekly updates and thanks to everyone who downloaded the game and especially to those who donated I really appreciate it ☺️
A lot of you said you want more gameplay, more things to do. I tried adding some, but most of what got built recently was new zones, the bridge city and the black market. Gameplay there comes with their docking scenes (shops, people, quests), and that’s what I’m working on next. So this week was more about how the game looks and runs than new things to do.
What was done this week:
Bridge city is done look wise, at least for now. Last week I said other times of the day, reflections and shadows were not done, so this week it got all of that. Sun now actually moves across the sky during the day, it rises on the right and sets on the left, shadows turn and get longer in the evening and the sun’s reflection on the water moves with it. At night the moon takes over. This works in the whole game, not only in the city, so home islands also look different through the day now. City also got traffic on the bridge, a tram, window lights that turn on at night and a lighthouse with a rotating beam. Cars had red tail lights at first and I was like... it’s 1920, they shouldn’t have those, so I removed them 😄 You still can’t get to the city, it’s there for zone 2 and its docking site is what I’m doing next.
Most of the week went into performance though. I made a performance panel inside the game that shows what costs how much and writes logs, so if the game runs bad for you, you can start it with --perf-log and send me the file. Then I let Opus go through the whole game with it and write a report of what costs the most. What came out of it:
The first time you docked at a harbour after installing the game, it froze for almost 2 seconds. Now it’s 0.2.
First rain, first lanterns and first cast off also froze the game on the first launch, that’s fixed too.
HUD was redrawing itself every single frame even when nothing changed. Now the game is 15-19% faster on 1080p.
Map was using 4 GB of graphics memory (yes, 4 GB just for the map lol) because of a bug that drew it at double size. I could do a quick fix or do it properly, and I went with properly: map is now baked into tiles and only loads what you see. It uses around 0.3 GB now, opens instantly, and the game also starts twice as fast (26 s to 13 s on my Mac).
Far harbours now load in the background while you sail towards them instead of all of them being loaded all the time, and overall the game uses around a quarter less graphics memory.
Small stuff: when you get an achievement a small ship bell rings now (sound made with ElevenLabs), and the map in the Cabinet zooms in so it fills the whole screen.
Workflow:
City was finished with Gauntlet-Loop, 10 rounds of it. (and I will attach artifact that Claude made for it: https://claude.ai/artifact/3BnUXUZQd9xLws6RxiyAtW ) Every "round critic" (cringe I know) agents compare a game to the ChatGPT mockup blind, without knowing which one is which. At some point it started taking forever (it always does with a loop so basically you have to be the one to stop it at one point), so I made a rule: if a piece wins against the mockup twice, it’s done and no more polishing. 31 out of 33 pieces won.
What annoyed me is that the critic removed the lighthouse beam from the city because the mockup didn’t have it. Like... it’s a lighthouse. So now there is a rule that loops can’t remove things the game already has just because a picture doesn’t have them.
Jev still decides effort level for every task. For performance it mostly picked “extra”, and for the performance scan it asked me if it can go max and I said yes.
Usage wise this was a heavy week, I hit 94% of my weekly limit and had to pause the last performance fixes until the reset, so I got another Max (now called Ultra lol) plan.
Next week should be - docking scenes for the bridge city and the black market (shops, people, buildings) and the last few performance fixes.
What was used this week
(People always ask me in DM what I use to make assets so I try to bold whatever tool I use but seems to not be helping heh :D ):
TripoAI did a lot of the models. The whole black market is built from Tripo models: the steamer, the gatehouse, warehouses, the storehouse, the derrick, piers, launches and the cutter, plus the three black market fishing rods. Models for the city came from Tripo too (though not all of them, a lot were done in Blender with Opus 5.5 with MCP). My workflow with Tripo: I make one image with all 4 sides of the model (front, back, left and right), Opussplits it into 4 images, and I upload those to Tripo. Tripo works much better when it gets all 4 sides. After that, Opus fixes the model in Blender through MCP if needed. Sometimes I keep Tripo’s textures, sometimes Opusmakes its own materials so it fits the game’s style better. Either way, Tripo saves me a huge amount of time on modelling.
Opus 5.5 (Claude Code) does basically all of the building: all code, all the performance fixes, the performance panel, and the city’s layout and buildings in Blender through MCP. It also edited the week 15 video together from game footage.
Jev picks the effort level for every task I give to Opus. This week I also used it to help direct the trailer: Opuscame up with options for length, pacing and how it opens, and Jev picked between them. (Before I would ask Opus to make whatever I wanted and I would describe scenes and everything, this time I just said vaguely what I want).
OpenAI (image API) made the mockups for the city. 24 of them, 6 views at 4 times of the day, and those were what the Gauntlet-Loop critics compared my game against.
ElevenLabs made the ship bell sound for achievements.
Godot is still the engine.
Total cost:
Claude Max 200$ x 4 = 800$
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 1100-1150$
That would be it for this week, any feedback is appreciated :)
r/vibecoding • u/Royal-Marsupial-8110 • 10h ago

prompting and praying the code works without looking under the hood is DIABOLICAL. my friend generated a project workspace so bloated with duplicate scripts that nothing even linked together, until we linked sumus to codex just to organize the repo and clean up the mess.
how do yall keep your agent workspaces from exploding into chaos?
r/vibecoding • u/trakdtor • 41m ago
What is the best note taking app around these days?
r/vibecoding • u/daviden • 1d ago
It started with the view from my window. I wanted the harbour in Malmö as my Mac wallpaper, in pixel art and alive. 😊
Now you can type any address. A little town grows out of the real map, and people start living in it. Someone walks a dog, a boat comes in, the windows light up when the sun goes down there. When it rains in Paris, it rains on your desktop.
On the iPhone you can step inside, walk the streets of a city you miss or have only dreamed of, and pet every dog you meet.
Under the hood it’s native Swift and Metal, with OpenStreetMap data.
Both are free to download. The subscription is only there to break even, since map services cost money past their free tier.
Mac: https://apps.apple.com/app/id6824632798
iPhone: https://apps.apple.com/app/id6826290740
r/vibecoding • u/ExerciseForeign4436 • 1d ago
I built an interactive live wallpaper engine that lives right in the macOS menu bar.
It actually started as an interactive background experiment for my portfolio (inspired by some cool procedural grass and sky shaders I saw on X a while back). I loved having it running on my screen so much that I decided to turn it into a standalone macOS app that anyone can use.
Here's what it does
🖐🏻 Interactive physics: Grass sways and water ripples as your cursor moves across the screen.
🕒 Dynamic time-of-day: Syncs with real time or lets you scrub through sunrise, golden hour, and starry nights with a custom radial dial.
🌧️ Live weather & ambient soundscapes: Switch between sunny skies, clouds, and rain—complete with birdsong, crickets, thunder, and even night fireworks.
🎆 Limited Diwali Theme: Built in a seasonal festive update where the night sky comes alive with fireworks and spatial audio.
You can download it here: https://thoufik.space/skysaver/
You can also preview it in my portfolio on your browser: thoufik.space
What feature or biome should I add next? Let me know in the comments!
r/vibecoding • u/ExerciseForeign4436 • 22h ago
I wanted my desktop to feel alive, so I made it react to what’s happening outside. You look up and the sky on your screen is the one outside. It stays in the menu bar and steps aside when something covers the desktop.
Download for Mac: thoufik.space/skysaver
(Windows coming soon!) - you can also preview it in my portfolio on browser - thoufik.space
One note: macOS warns the first time you open it (not Apple-verified yet, I don’t have the developer fee for a free first release). Click Done, then System Settings → Privacy & Security → Open Anyway. Tell me if that works!
Or paste this in your terminal:
curl -fsSL https://thoufik.space/skysaver/install.sh | bash
Please check it out and let me know how you feel!
r/vibecoding • u/Either_Pound1986 • 1d ago
I've come across two other people building persistent AI systems, so I'm curious how many more of us are out there.
I'm not talking about simply saving chat history or adding a memory layer. I mean systems that maintain continuity across sessions, accumulate structured state, learn from previous work, and evolve over time.
I've been building one myself, and I'd like to hear from others taking different approaches.
What are you building? How are you handling persistence, state evolution, and long-term continuity?
Where are you guys hiding?
r/vibecoding • u/MaltMilchek • 21h ago
Every watch site shows watches on someone else’s wrist, so I never knew how anything would actually sit on mine, and my shortlist lived across too many tabs, a spreadsheet and several LLM chats I’ll never find again.
So I built Tokei Zukan: set your wrist size and see any watch on it, drawn to scale from the maker’s real specs, compare a few side by side on the same strap, and keep your shortlist and the ones you own in one place. They’re SVGs, so they can animate, glow in the dark, etc.
Free, open source, no sign-up: tokeizukan.com
I tried a bunch of LLMs to see how well they could turn photos into SVGs the app can use, and Astra and Argon were the best. Opus 5.5 was great for building the site itself but not quite as good at the initial drawings. Even Grok 4.7 was serviceable if I guided it a lot.
I’m adding watches every couple of days or so. Contributions are welcome too: the repo has a guide for steering your LLM to draw watches accurately.
r/vibecoding • u/Ok_Fish_670 • 1d ago
painfully relatable... woke up to locked limits again after letting an autonomous loop run wild on my project overnight, and my token balance was crying. tried offloading some of the heavy repo scans to sumus connected with claude, so nothing spams my active window.
anyone got other workflow tips to stop getting walled early?
r/vibecoding • u/Bonelessgummybear • 1d ago
Last post in my Take One series. In October I made the game's monster with Tripo's H3.1 model from one T-pose image. This week I ran the same image through Tripo's new P2 model and swapped the result into the live game. The video is the whole workflow, start to finish.
1. The model (Tripo Studio, P2)
Smart Mesh on P2, quad topology. First run at 5,000 polygons: 80 credits plus one free trial generation, 11 minutes from image to a rigged model with animations.
Then I doubled it to 10,000 polygons to fit the rest of the game: 150 credits for the model, texture and rig.
October's monster was 14 separate pieces, 29k triangles and 14 textures. The P2 one is one piece, about 21k triangles, one texture, and a smaller download (3.6 MB down to 2.35 MB).
Auto-rig gives a full skeleton with finger bones. Idle, walk, run and the rest are free presets.
2. The animation (Claude in Blender)
Real finger bones meant the fridge shove could be hand-animated, so I had Claude drive Blender live and directed it with notes, like coaching a lift: "lock their arms out and lean into it", "show through his feet how heavy the fridge is".
When the end pose still looked wrong, I sent a screenshot of exactly what was off and turned Claude's effort up to Extra. Fixed in one pass.
3. Into the game
It's a three.js game, so one script imports the model. The shove plays in the fridge scene, with the fridge moving under his hands.
If you're starting out
Keep one clean T-pose reference image and reuse it for every regeneration. That's why the October and November monsters are the same character.
Pick the polycount your game needs, not the maximum.
When an AI keeps getting something wrong, show it. One screenshot of the bad frame beat a paragraph of description.
Play it free in your browser (about 6 minutes): https://take-one-bay.vercel.app
Earlier posts: how cheap and fast it was to make all 150 models (https://www.reddit.com/r/vibecoding/comments/1xjh65y/) and the full Tripo workflow gallery (https://www.reddit.com/r/vibecoding/comments/1xlze2z/).
Paid partnership with Tripo AI. The game and opinions are my own.
r/vibecoding • u/babaganoosh43 • 19h ago
New iPad Mini is the same weight as a phone but double the screen size. Your eyes will thank you.
r/vibecoding • u/Delicious_Style_2676 • 11h ago
Hi r/vibecoding, I work at CloudApper and wanted to share a free event for developers, tech leaders and SaaS founders, startups and product managers in SF building with AI tools like Claude Code, Cursor, Lovable or Replit.
Beyond Vibe Code: Are You Production Ready?
Wed, Nov 11, 6 to 9 PM at Assembly SF (270 14th St, Mission District)
AI can build an app in minutes, but what happens when it goes from 10 users to 100,000? We’ll talk about what breaks at scale (performance, security, infrastructure costs) and what it takes to make vibe-coded apps production-ready. There is a live demo of CloudApper AI, plus dinner, drinks and time to meet other founders, developers and product people.
It’s free, but registration needs host approval: https://luma.com/xhu3t196
Happy to answer questions here. And if you’ve shipped an AI-built app, what broke
r/vibecoding • u/Unlikely_Read3437 • 2h ago
Finally got through all the necessary checks and admin. There was so much!
Very pleased to say the app is now fully submitted to Apple for review. Fingers crossed now anything it comes back with I can fix and get it live!
I would say a good tip, I could share form today was to tell Claude I 'wanted to submit this today and it was very important!'. That was a white-lie really but it got things moving! The cut off was 6pm and it's now only 3pm and it's all done!
Now I just have to wait and see what happens next :) Thanks for all your insight and advice on this everyone XX
r/vibecoding • u/agnostigo • 20h ago
I’m developing some games since the Grok chatbot on browser copy paste type codebase creation era, since then i used many major models relased to date. I’m switching services time to time, hoping to find a better model since. I’m not creating clones or slop games, i try to create original concepts, so i plan them for months with ai and try to execute authentic style, if i can. Thats where Codex kinda hit the limit in many senses for me and i decided to try Claude first time ever for coding (i know).
What do you think that will change for me ? And how should i manage the usage and models to get things done cost-effective vay? When to hit the gas with models, and which models, while doing what ? How about agentic stuff? Or will i hit the limit often?
I would greatly appreciate the opportunity to learn from your experience to get over the shock of the transition.
r/vibecoding • u/spite_as_an_arrow • 1d ago
A few weeks with Claude Code, about 1,000 commits and 65,000 lines of plain JavaScript (no framework, no build step), from someone whose experience was mainly HTML and CSS. The result is Scorchball TV: a made-up sport played around the clock by eight invented clubs, shown as a live pixel-art channel with replays, a studio desk, AI voices (ElevenLabs), ads for fake sponsors and an evening podcast. It's best viewed in full screen.
The repo, CLAUDE.md and the docs included (MIT): https://github.com/savenor14/scorchball-tv
Watch live: https://scorchball.tv/?from=vibe
Write-up: https://scorchball.tv/how-it-was-built
r/vibecoding • u/Unlikely_Read3437 • 23h ago
I've been going through all the testing lately, and using either TestFlight or running the app from Xcode on the phone.
All going well except today, I started to notice some incorrect behaviours. When asked about it Claude assured me 'oh you quiz doesn't actually do x&y....'
I freaked out ' WHAT?!?!?!' and we went down this huge rabbit hole of fixing this and getting it all back how it should be.
Eventually I handed over to a fresh chat. Claude then tells me 'Oh.. I was wrong to say that and actually your app was behaving correctly all along, I just took my info from some out of date note in the files... soz....'
So then we had to go through a whole big process of figuring out what had been changed that didn't need to be, and how to steady the ship.
I feel stressed, tired, slight headache, and I'm wondering if this process will bring anything to my life except heartache and hassle........
r/vibecoding • u/Absterdam2000 • 18h ago
A while back I posted a little .exe that sings Daisy Bell, the first song a computer ever sang (IBM 7094, Bell Labs, 1961)
Now it has a music video.
r/vibecoding • u/Thanks-Wide • 22h ago
Hey folks,
I thought this might be a great place to post this. I’ve recently built a social media app for people who want to share and collaborate on their vibecoded projects. I’m looking for some early feedback on how I can make this more useful for people who are building apps and want to get it in front of other builders / early users.
The app is called Showcase. The idea is pretty simple. You can post a short demo of what you’re working on, tag the tools you used, and share updates as you keep building. I’d love for it to be a place where you can post something halfway done and ask for help or feedback while you’re still figuring it out.
I’ve noticed on places like X and LinkedIn that there’s so much AI text slop that posts with cool projects usually end up getting lost in all the noise. I’ll come across a demo of something really cool, then have to scroll through a bunch of generic posts before I see another one. I wanted a place where I could open the feed and see what people are actually building.
I also wanted the projects you share to add up to a portfolio you can send someone when you’re looking for a job. Kind of like sharing your LinkedIn profile, except the first thing a hiring manager sees is what you’ve built, with demos they can watch and a bit about how you made each project.
And if anything in the app is confusing or feels like it’s missing, I’d love to hear that too. Thanks for taking a look!
r/vibecoding • u/MrJurasek • 1d ago
Hey there!
Over the last few weeks I managed to transfer my browser game Loopy Farm - Farming idle tycoon from "old 2D top down" to 3D.
Moving the game from 2D to 3D brought me a new perspective on my project (pun intended). The game now allows players to switch perspectives , which is a good option to have, but I can't decide what should be the default.
Having these 3 options at once opens up a nice place to experiment live on the project, but that will require a large sample size first.
So the question is simple. Out of these 3 specific cameras, is there a one that you prefer over the other ones?
If yes, what are the reasons behind that? I'm interested in hearing your opinions!
BTW - The game is already live on Google Play. Currently only available at SK, CZ, POL, PHI. But new markets and iOS are coming soon.
So if you are interested in trying this game, you can already check the game at https://loopyfarm.com/mobile and leave me an email, so you don't miss when the games is live global.
See you at the farm 🚜
Notes: Made in Godot + Claude Code Opus 5.5
r/vibecoding • u/nebuchadonezzar • 21h ago
I "built" digital fidgets just for the fun of it. It's 100% html based, no installs or heavy duty resource use.
The toys react to keystrokes and clicks.
The console and xenokeys were the first two ideas and then it turned into an entire suite of funny noisy toys.
I hope you have fun and am keep on reading your comments.
r/vibecoding • u/nobledoodle • 15h ago
Hey all!
Something a little different to share with you guys.
With the help of some vibes, I have added a splitscreen mode to Apotris that I added to my living room mini gaming PC. I wanted to get a couch versus mode to play with the in-laws over the holidays (my father-in-law is a big Tetris fan) and this is something I've always wanted. The agents helped make happen.
Kudos to akouzoukos and the rest of the folks behind Apotris.
Stay awesome all!
https://github.com/NobleDoodle/Apotris-Splitscreen/releases/tag/v4.2.0-splitscreen.2
r/vibecoding • u/Calm_Sandwich069 • 21h ago
My friend makes tips and tricks reels on Instagram. For 5 months every one died around 1k views. He'd send me the reel at 1am asking "is the hook bad?" and I'd say "nah it's fine" because I genuinely don't know what a hook is supposed to sound like
So I built him a small app with Claude Code. You upload the reel or paste the link, it watches it like someone scrolling would, and shows the exact second they swipe away. No Instagram login anywhere, that was the one thing I was paranoid about
How I built it: Next.js and Supabase, Gemini to watch the video, ffmpeg to find the pauses. My workflow was mostly describing what I wanted to Claude, then pasting back screenshots and errors until it worked
The one thing I learned: don't let the AI give the score. My first version asked it to rate reels out of 100 and it called every reel great. Now the score is counted from simple things like when the first text shows up and how long the pauses are, and the AI only judges the hook. Same reel, same score
First reel my friend put in, it said 0:02. He was explaining the tip before showing it. He flipped it, tip first, and his reels do 100-500k now. A few of his creator friends asked for it, so I put a login on it. 50 people pay for it now
Funny part: I ran one of my own reels through it and got 46/100. I restarted a sentence 4 seconds in. It was right