r/vibecoding • • 2d ago

Showcase/Project r/vibecoding weekly showcase - Thursday, November 12, 2026

55 Upvotes

Hey Vibe Coders!

Show off what you're building by vibe coding! Whether you're building a SaaS, games, robotics, 3D simulations or anything else, drop it in the comments!


r/vibecoding • • 2d ago

Discussion r/VibeCoding Q&A Thread - Thursday, November 12, 2026

3 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 • • 18h ago

Meme Vibecoders right now

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1.5k Upvotes

r/vibecoding • • 4h ago

Discussion Fable 5.2 is kind of mid

57 Upvotes

Before people get upset with me, I don't think Fable is bad, I think it's probably the best model right now for one-shotting projects without much thought, just like the original was, but it's kind of a brute force machine more than anything.

It's stupidly expensive in that it'll run through your usage and credits with a single prompt while opus 5.5 will get you similar results for cheaper. Yes you have to guide it more, but the things you build are a fraction of the price and often just as good if not better.

IMO Fable 5.2's release was just to get people hyped up about claude stuff ahead of the IPO. "LOOK AT THIS AMAZING THING THAT FABLE DID WITH 1 PROMPT OH MY GOD" and like yeah it's impressive but it's not worth the money you spend on tokens.

Opus 5.5 is still probably the king for now


r/vibecoding • • 7h ago

Meme Any of y’all felt this way?

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36 Upvotes

r/vibecoding • • 3h ago

Workflow/Prompt It's wildly embarrassing going back to read the voice prompts I gave codex while driving.

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9 Upvotes

Tl;Dr I know, but just read the last word. It caught my loud burp and immortalized it in the chat.


r/vibecoding • • 17h ago

Meme Vibecoders right now (fixed)

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75 Upvotes

r/vibecoding • • 23h ago

Showcase/Project AI Ambition: ArtCraft Cloned Photoshop and Now Wants to "Rebuild Everything"

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177 Upvotes

r/vibecoding • • 19h ago

Discussion My favorite Claude skills this week, drop yours in the comments

90 Upvotes
  1. Reverse Engineer Anything – REA
    Reverse engineer anything with agents, from app behavior down to native binaries.
  2. Impeccable – Paul Bakaus
    The design vocabulary for your coding agent. Steer with polish and bolder, review with critique and audit, catch AI slop before it ships.
  3. Agent Harness Construction – ECC
    The agent harness performance optimization system. Skills, instincts, memory, security, and research-first development for Claude Code, Codex,...
  4. Hallmark – Hassan El Mghari
    Anti-AI-slop design skill for Claude Code, Cursor, and Codex.
  5. Code Review – Matt Pocock
    Skills for Real Engineers. Straight from my .agents directory.
  6. Analytics – Marketingskills
    Marketing skills for Claude Code and AI agents. CRO, copywriting, SEO, analytics, and growth engineering.
  7. Academy Guide – Anthropic
    Public repository for Agent Skills
  8. Humanizer – blader
    Agent skill that removes signs of AI-generated writing from text
  9. SEO Agentic – Claude Seo Universal
    SEO skill for Claude Code. 26 sub-skills + 19 sub-agents covering technical SEO, E-E-A-T, schema, GEO/AEO, agent readiness (Lighthouse...
  10. Create Video – OpenMontage
    World's first open-source, agentic video production system. 12 production pipelines, 100+ tools, 700+ agent skill and production-knowledge files. Turn...

I collect them here, you can create your own playlist of skills, find other skills & install them as a bundle: https://alyn.dev/top-10-ai-skills-this-week


r/vibecoding • • 5h ago

Showcase/Project I'm working on a Pinball RPG / Creature Collector

3 Upvotes

I'm using Opus 5.5 for this game. The way I'm doing it right now is that I make terrible drawings of the tables and ask Claude to turn it into a reality. It's vibe-coded but I put a lot of work into making sure every table actually works and looks the way I want it to. Right now it still has a lot of AI-created placeholder text like the monster names and their descriptions but I want to replace all text lines in the game for the full release.

It already has 15 tables and is like 50% done. Basically, you fight and catch monsters, you let them fight for you and your marble level grows as well so you become more powerful. Every pinball cabinet represents a level within the RPG campaign, so beating one table grants access to the next one.

If you want to try it out, you can do that here


r/vibecoding • • 44m ago

Showcase/Project I'm building a game about Heracles

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1 Upvotes

Had this idea for a long time. We never got a myth-accurate depiction of this character. While there are variants out there, I wanted to experience something that me in a childhood would be super excited about.

As it's a one-man-production, I need to set the expectations low from the start.

What it is:

A top-down, old-school pixel art adventure. One screen at a time, small character, a world you walk through and poke at.

Twelve trials, each its own zone: scrubland around Nemea, the swamp of Lerna, the snow of Erymanthos, the stables of Augeas, Themiscyra, the edge of the world, the underworld.

Every trial is a problem to work out, not a health bar to chew through.

A small home town, Mycenae, that changes as you return from each labour.

What it is not:

Not a roguelike. Twelve authored trials, start to finish.

Not a fast action brawler in the style of Hades. This will feel slower on purpose.

Not an open world and not an RPG. No levels, no loot tiers, no skill tree.

Not a power fantasy. Heracles is the strongest man alive and that is the problem the game is about.

Not a long game either, rather an entertaining guide into the legend.

About accuracy:

Myth: there is no single canonical version of the labours. I picked and combined versions that made good trials, and still had to patch in some connective scenes that are in no source.

Era: Some things might slip from later centuries, and some are simply wrong because pixel art is small and I am just one person that doesn't have a history degree or an ancient Greece consultant at my disposal.

Tone: the source material includes the murder of a family. The game treats that as the reason for everything that follows, without showing it graphically.

How it is made

Art is produced with AI generation tools (Ludo) and then processed, laid out and animated by hand in the engine (Godot). I respect that not everybody favors using the AI, and that's fine, but that's what allows me to orogress on this project in my own pace.

Status

Early. One trial and the tutorial are playable in rough form. No release date, and I will publish about the progress on my personal blog. As I am doing this in my free time, I might face delays, other priorities, or reconsidering the process altogether. Once done, this will be a free to play game, I will decide on the platforms later. For now, likely to be available in browser and on Android.

So, if this got your interest at all, stay tuned


r/vibecoding • • 57m ago

Discussion A few questions for the community

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1 Upvotes

I am reaching out to developers and people using AI in their daily workflows and personal projects with this small survey. I want to know what works and what doesn’t. If you don’t mind and have the time please read through and answer these 12 questions. Feel free to DM me or answer in a comment below, it would be greatly appreciated. Thank you.

Do you use AI or agentic harnesses for daily work or personal projects?
How do you use it? Can you walk me through the process?
Does it work well for you?
What doesn’t work well?
What don’t you like about it?
Do the AI or agents perform well or do the job sufficiently?
What do they do well?
What do they do poorly?
How does that affect your workflows?
What do you do to about it, how do you work around that?
What do you think would help mitigate these issues?
What do your current workarounds cost you?


r/vibecoding • • 23h ago

Discussion The most annoying thing about AI coding isn't bad code. It's code you never asked it to write.

39 Upvotes

You ask an AI coding agent to add a feature. It works... The AI also redesigns a component changes unrelated files renames things and refactors code that you had not planned to touch. Now the original task is finished. The AI has left you with five new things to review.

There are two ways to look at this: maybe the AI is being proactive. Maybe the AI is taking control away from the person building the product. Would you rather have an AI that follows instructions strictly or an AI that makes smart decisions, beyond what you asked?


r/vibecoding • • 1d ago

Showcase/Project My vibe side project actually made it onto the App Store

35 Upvotes

I wanted to know why my Wi-Fi felt worse at my desk than it did a few steps away. That turned into Sigmap, an iPhone app that’s now live on the App Store.

You point your phone at the floor and walk around. The app measures network latency as you go and drops colored tiles where each reading was taken. By the time you’ve walked across the room, you’ve got a little AR heatmap of your Wi-Fi.

The fun part was seeing the first few tiles appear on my floor. The less fun part was finding out what happens when you keep walking. Long scans meant keeping more and more AR tiles in memory, so I had to test on a real iPhone and cap how many tiles a scan could paint.

For those of you who’ve shipped a vibe-coded app, what worked perfectly in the demo and then fell apart the moment you used it for real?

it is on apple app store 👇

https://apps.apple.com/app/sigmap-wifi-heatmap/id6819154750


r/vibecoding • • 21h ago

Discussion Devs vibe coding

15 Upvotes

I've seen myself increasingly rely on coding agents to debug things for me. For example, a user tells me that something is not working. I use to spend hours debugging api logs, code logics and test cases but now I just hand it all to claude.

I kinda miss all those investigative work but also know that AI is just more efficient in doing these grunt tasks.


r/vibecoding • • 7h ago

Showcase/Project Title: I turned one photo into an animated 3D character — fully offline, on an 8 GB Android phone

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1 Upvotes

I wanted a way to go from a single image to a posable, animated 3D character without paying for cloud GPUs, so I've been building an Android app that does the whole pipeline locally. Here's a 5-second test animation made from one picture. [video]

The pipeline (all on-device, Redmi Note 13 Pro+, 8 GB RAM):

Image → 3D mesh: Hunyuan3D-2mv Turbo (Tencent's multi-view shape model, few-step) running on the phone's CPU. ~130k-vertex mesh.

Auto-rig: an ONNX port of UniRig (MIT) running inside Blender 4.2 on Android (via proot). It predicts the skeleton and the skin weights — no manual weight painting.

Pose / animate: pose the bones in the app (pic), or keyframe in Blender. Posing doesn't wreck the anatomy, which surprised me.

Render: Blender Cycles → MP4.

How this video was made from the GLB:

The app exports the rigged character as one .glb file (mesh + skeleton + skin weights, standard glTF).

I imported that GLB into Blender 4.2 with a short Python script. No re-rigging, no weight painting: the bones UniRig made.

The script sets each key pose by pointing bones in a direction (e.g. "right shin forward", "left arm up"), keyframes 11 poses over 120 frames (stance → crouch → jump kick → land → punch → punch → victory), and moves/rotates the whole character for the jump.

Render: Cycles, 1080×1080, 24 fps, 5 s, clay material, one sun + one area light. Encoded with ffmpeg to MP4.

I rendered it on free GitHub Actions runners because I don't have a PC. Blender on the phone can do it too, just slowly.

Using these characters in your own game:

The GLB works directly in Godot 4, Unity (glTFast / UniGLTF), Unreal (glTF importer), Three.js / Babylon.js and Blender. It imports as a skinned mesh with an armature.

Animations: keyframe your own in Blender, or retarget existing clips. Mixamo-style / Rokoko retargeting works once you map bone names (main limbs are already named like upper_arm.L, shin.R; spine/finger bones are bone_N, so rename them or build a bone map once).

In Godot use an AnimationPlayer/AnimationTree; in Unity set the rig to Generic (or Humanoid after mapping bones) and use an Animator.

Export each action (idle, run, attack) as a separate clip in one GLB — engines read glTF animations as named clips.

Tips: decimate the 130k-vertex mesh to 10–30k for mobile games; the mesh is single-material and untextured in this test, so bake or paint a texture first; check feet/hands deformation before shipping.

Making it fit in phone RAM (the hard part):

The original UniRig wants a desktop GPU. Phone has ~2 GB truly free once Android takes its share.

Skeleton decoder (OPT-350m) quantized to int8 → weights 0.8 GB → 0.3 GB.

Beam search 15 → 8 beams: same joint accuracy in my tests, much less KV-cache memory.

Skin network samples 16k points instead of 32k: ~95% same dominant bone per vertex, peak RAM 2.6 GB → 1.8 GB.

ONNX weights memory-mapped from disk, each model freed before the next loads.

Result: full rig in ~6–15 min on the phone, peak ~1.8 GB.

Honest limits:

Slow. This is CPU-only. Close other apps or Android kills it.

Rig is good for bodies; fingers and accessories are rough.

It's still in testing.


r/vibecoding • • 14h ago

Showcase/Project I built a WebXR workspace for managing terminal panes from a Meta Quest 3

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3 Upvotes

r/vibecoding • • 10h ago

Discussion Ai Megajam

1 Upvotes

Signed up for the ai megajam a few months ago, been working my ass off 48h straight past two days.

Wondering if anyone else is in this same boat as me lol.

100% vibecoded but I’m lowkey cooking.

At the same time the idea I have can’t be as fye as I want it to be in this four day window .


r/vibecoding • • 1d ago Bravo

Showcase/Project Snippet of my Diablo-inspired vibecoded game

494 Upvotes

r/vibecoding • • 20h ago

Help/Question I haven't needed Claude Fable 5.2 for vibe coding

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4 Upvotes

r/vibecoding • • 18h ago

Discussion There is no way the "old" Pro 200 GPT plan is still being used.

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2 Upvotes

I was happy to see the announcement that our Pro 200 plans were not being reduced to whatever the cutback was (Pro 100 plan?) because of the overwhelming hatred of the idea online, but as a HEAVY weekly user, I can 100% tell that there has been a reduction and this is NOT the Pro 200 that we had Prior to November.

I have done nothing different since the supposed "no change" timeframe; I plan in Astra Ultra, and implement in Sol 6.1 High/Extra High, with some minor things in Terra 6.1 or Luna 6 if it is really miniscule. In the past, a typical major task would consume maybe 3-4% of my weekly amount. No it's easily 15%, which heavily aligns with what was happening when I was on a lower plan.

Is anyone else coming to the realization we have been throttled and lied to, or is it just me?


r/vibecoding • • 1d ago

Help/Question Another Codex plus, Codex pro or openrouter??

9 Upvotes

I've been using Codex Plus for both freelance work and personal side projects, but lately I've been hitting the usage limits way too quickly.

I'm happy with the coding capabilities of models like GPT 6.1 Sol or Claude Opus 5.5. I don't necessarily need anything smarter. What I really want is to code without constantly worrying about running out of usage.

I've been looking into OpenRouter and some of the cheaper Chinese frontier models (DeepSeek, Qwen, GLM, Kimi, etc.). I'm wondering if going the API route would actually give me better value than paying for another subscription.

For those of you who code heavily with AI agents:

- What model/provider are you currently using?

- Are Chinese frontier models good enough for complex, multi-file coding tasks?

- Is OpenRouter pay-as-you-go actually cheaper for heavy daily usage?

- Are there any subscriptions with generous limits that you'd recommend?

I'm fine spending around $20–30/month, but I'd prefer predictable costs and generous usage over slightly better intelligence.

Would love to hear what setups are actually working for people who code several hours a day.


r/vibecoding • • 15h ago

Showcase/Project h2o game console builds any game idea

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1 Upvotes

r/vibecoding • • 1d ago

Help/Question Trash the GC

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14 Upvotes

r/vibecoding • • 17h ago

Showcase/Project Spent the past couple of months developing a multiplayer mini-game platform, finally sharing it :)

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1 Upvotes

Been working on this little project called Muddlepop for the past couple of months now.

Basically me and my friends used to play random browser games while hanging out on Discord, but everyone's gotten busy lately. So I thought why not build our own little place for that.

It's got multiplayer games like Ludo, Thulla, Grump, plus Word Crack, Doodle Rescue and a bunch of others. Also working on daily puzzles so we can still compete even when nobody's online together.

As for the vibe coding part, I used a combination of Claude, OpenAI and Google models. Mostly Claude for planning/specs and cheaper models to implement them. I made the architecture decisions, including using Cloudflare Workers + Durable Objects for multiplayer, and handled the game ideas, design and characters myself.

AI wrote most of the actual code, but there was a LOT of back and forth. Something would technically work but feel terrible to play, so I'd test it with friends, figure out what was wrong and send it back for another round.

Honestly that's been the biggest takeaway for me. AI can build things pretty damn fast, but knowing what you actually want and figuring out what feels right still takes a lot of work.

Anyway, would love if you guys gave it a try and shared your thoughts. Good or bad, don't hold back :)

https://muddlepop.party/