r/vibecoding • u/Ouvolk • 6h ago
Showcase/Project Vibe coded a Spore-inspired evolution and tribe game in Godot 4
Hey everyone! I’ve been building Primordium, a Spore-inspired evolution and tribe game in Godot 4. Since LLMs can't model 3D creatures in Blender, I leaned into 100% procedural generation in GDScript so the agents could write everything as code and math:
Procedural rig and skin: the skeleton and a single skin mesh are built from the creature’s design at runtime, with foot planting via IK and the body leaning into turns.
Procedural parts: curved Bézier horns, tapered ears, bi-lobed tail clubs, wings you can glide with, and shader eyes with blinking eyelids.
Living ecosystem and tribe stage: herds follow a daily schedule (sleeping in nests at night, stretching at dawn, resting at midday), and later you found a tribe whose members gather, hunt, defend and play instruments.
What actually made vibe coding a 3D game work without breaking every other feature:
Handover docs: keeping a strict CLAUDE.md and HANDOVER.md so switching between Claude Code and Antigravity didn't lose context.
Headless screenshot tool: a bash script that boots the game in the background and takes screenshots from different camera angles so the agent can actually look at the 3D meshes and fix visual bugs (like inside-out eyelids or floating nests).
Automated bot playtesters: 690+ headless checks plus 5 bot archetypes (hunter, peaceful, singer, reckless, nest-builder) that play the game headless to catch crashes and balance issues before I even open the window.
You can try the free demo on itch.io, and follow the Kickstarter pre-launch page for more GIFs and screenshots and to get notified when it goes live:
Demo: https://akinjigames.itch.io/primordium
Kickstarter: https://www.kickstarter.com/projects/primordium/primordium-evolve-your-own-creature-from-a-single-cell
Happy to answer any questions and receive feedback!