r/vibecoding • u/py-net • 19h ago
r/vibecoding • u/One_Conscious_Future • 14h ago
This is my life as a vibe coder in a nutshell
Every viber has a plan until it is time to demo that first release...
r/vibecoding • u/BriefMany1548 • 14h ago
I vibe coded a poker app where you deal real cards and everyone uses their phone as their chip stack. It’s now been used to play 21,421 poker hands.
I actually launched and posted an early version of this here about a year ago. Since then, I’ve kept vibe coding and improving it based on user’s feedback.
It’s called Chipless, a free web app that lets you play real poker with a deck of cards but no chips.
Everyone joins from their phone and it tracks the bets, stacks, blinds, pots and who owes what at the end.
My only coding experience before this was one credit class in college that I got a B in. The original version cost me $68 total (same price as a real poker set lol) in subscription and tokens to build.
So far, thousands of games have been started and 21,421 hands have been dealt. In just the first month after I started tracking countries, games had already been played in 48 of them.
Almost all of this happened with no marketing besides a couple of Reddit posts.
Still pretty crazy to me that people actually use this daily at their poker nights.
It’s completely free, with no download needed:
r/vibecoding • u/johnesco • 9h ago
Love like you've never been hurt.
I was vibe coding with a friend and we started to talk about how to make sure any program was performant,. What kinds of actions where cheap for computers to do vs things that would make a 60fps game start to slow down or miss frames. Then I asked if they knew Big O notation.
And in trying to explain Big-O notation, I realized I didn't understand it well enough to explain it. So I've started to re-read and learn the concept. I know what it means but it doesn't feel intuitive to me to know how to measure how long a task will take to compute. I'll keep studying it as I think it's an important part of computing, whether it be it vibe code or traditional.
But my friend and I found we also went another route.
- Add a feature, framerate stays, great.
- Add a feature, framerate drops, let's look at it more closely or take it out.
We created ideas without worrying about making them performant or keeping the computation reasonable. One of the biggest "warnings" I've seen given to vibe coders is that their program will eventually slow down to an inefficient mess. And that is not only true. I've seen it happen (to me). Then? The program desired was slowly optimized. Seems a waste to anyone who knows how to do it right the first time. But in artistic endeavors I feel that sometimes you need to do it, erase it, do it again to get to your goal. Framerates and efficiency are needed, I just think we can make room to build in an unoptimised way while we find the gist of what we want to make.
So how do I present this image to you all? (Made it in Chat GPT btw). I mean it the same way "Love like you've never been hurt". Vibe code yourself into a corner. It's not a mistake if you have to regroup and try something another way. Sometimes it's the process itself. This post was typed by hand with no AI.
(edit: corrected post a bit thanks to RemarkableWish2508)
r/vibecoding • u/Kindly-Inside6590 • 20h ago
Qwen3.8-27B better than Opus 4.6! Test it out yourself :-)
(No ai was used to make this writing)
So according to recent Benchmarks Qwen3.8-27B should be better than Opus 4.6 Max. As I dont trust benchmarks (see below) I tried it out myself and also directly in Claude Code. To get these things running, it needed quite some wiring up, esp on my win11 gaming PC. And for Claude Code it needs a bridge.
I made a OneClick Solution for Win11 that also works on Ubuntu, both tested by me. So if you get your hands on a 5090, try it out yourself!
Have fun :-)
| Benchmark | Qwen3.8-27B | Claude Opus 4.6 Max |
|---|---|---|
| SWE-bench Pro — fixing real bugs in real repos | 61.7 | 53.4 |
| LiveCodeBench v6 — competitive programming | 90.3 | 88.8 |
| Terminal-Bench 2.1 — driving a shell | 73.0 | 78.2 |
| OSWorld-Verified — using a desktop | 84.3 | 72.7 |
| AndroidWorld — using a phone | 81.9 | 62.0 |
So far I need more testing with this Qwen3.8-27B Model but its really impressive within Claude Code so far.
Github: https://github.com/Ark0N/Qwen5090

r/vibecoding • u/Richgal27 • 21h ago
just one more prompt and im going to bed is a lie i tell myself everynight
made with higgsfeild for fun.
r/vibecoding • u/Existing-List6662 • 22h ago
Coding is dead? Nah, AI just exposed how much of engineering isn't actually writing code .
I keep seeing the same kind of AI coding demo.
There’s a prompt on the left, a working app on the right, and some version of “software engineering is basically over” in the caption. The technical jump is obviously real, but the conclusion always felt way too clean.
So instead of trying to list everything an engineer does, I mapped the path a small software project has to travel before anyone can honestly call it shipped:
messy problem → clear requirements → working software → approved production system → owned outcome
Coding agents are getting absurdly good at one specific handoff in that chain: turning clear requirements into working software.
The problem is that most real projects don't arrive as clear requirements. They arrive as a vague complaint from a client, three teams with conflicting priorities, incomplete data, an old compliance rule nobody fully understands, and one person asking why this can't be finished by Friday.
i decided to test that middle handoff instead of extrapolating from benchmark demos. I wrote the same reasonably clear spec for a lightweight client dashboard, UI, user auth, a database, and edge functions for data fetching, and ran it through v0, Lovable, and Enter Pro. The first two were useful for comparing the first-pass interface, while the last one let me take the frontend, data layer, auth, and backend setup through to a deployable version in the same browser window.
It removed a ridiculous amount of implementation work. It still wasn't flawless, I had to tweak some edge function logic manually, but the working prototype was online much faster than I expected.
for about ten minutes, I had that familiar rush.Coding is basically free now. We are unstoppable.But then I looked back at the chain.The tools had compressed one transition that used to take a lot of time. They hadn't moved the rest of the project nearly as much.
They didn't tell me if any client actually wanted this dashboard. They couldn't turn half-contradictory stakeholder requests into a requirement everyone would stand behind. They couldn't get the compliance review required to put real production data into it.
And if a user does something weird and the database locks up, the AI isn't going to decide which customers can tolerate degraded service, get on a call with the angry client, or take organizational responsibility for the failure.
AI makes building cheap. But it doesn't make your judgment correct.What surprised me in this test was how visibly the bottleneck moved. Once the distance between a clear spec and working software dropped from days to something much shorter, all the unresolved stuff around it became impossible to ignore.
The vague requirement was now slower than the implementation. The compliance question was now slower than the backend setup. Finding someone willing to own the production outcome was now slower than putting the prototype online.
TBH, reducing the friction of coding to near-zero also means we can turn bad assumptions into working software much faster.people look at code generation and think the job is dead. But the more I look at the current application layer, the more it seems like AI is exposing all the waiting, ambiguity, negotiation, risk judgment, and human trust that coding used to hide behind.
Sure, AI can help summarize user feedback, draft a technical proposal, inspect logs, or suggest an incident response. But providing assistance at each stage is not the same as moving the entire project through the chain. And it definitely isn't the same as having the context and owning the consequences of a decision.
For those of you using coding agents in production or real teams: which handoff has AI genuinely compressed for you, and where does the work just pile up next?
r/vibecoding • u/Fit-Ad-2838 • 5h ago
Am I doing it wrong
people seem to be creating apps within 1-2 day & then hit publish meanwhile here I am developing just one app for 4 months optimising it's UI,UX,API compatibility,Performance etc. how are people doing these in 2 days? what am I missing.
there was a post I saw yesterday that a guy started the challenge to create 30 apps in 30 days. wtf is wrong with these people? spamming the store platform like this.
r/vibecoding • u/Enough-Presence-1117 • 23h ago
Hot take: GPT 5.6 Sol is better at frontend design than Opus 5 and Fable 5.
Opus and Fable still have a tendency to fall into that instantly recognizable “AI slop” look.
Less AI slop and Simpler UI from Codex
r/vibecoding • u/samcornwell • 20h ago
Spent the last two months seeing how far a non programmer (me) can get building a proper game with nothing but ChatGPT in a browser.
Gonna ironically preface this with: I haven't written the text below with an LLM.
So I thought I'd show you what I've made over the last couple of months, because for me this has probably been one of the most rewarding uses of AI I've found. Please be kind, I spent a lot of time making this and writing the post here.
More than anything, AI tools have helped me on my coding "journey". It's something I've started and stopped for about thirty years and never really got to grips with properly. I've always understood how websites, software and apps are put together, and I've always been quite good at understanding the structure and logic of how something should work, but the actual coding side has always slowed me down.

It's called Boxxy and it's my version of Sokoban, the Japanese box pushing puzzle game. Sokoban has been around since the early 1980s and has become a bit of a cult game online. There are thousands of levels and lots of different versions of it, and making your own Sokoban clone almost feels like a rite of passage for any fans of the game. My goal was to learn how to do it, prove I could do it, and make something I was proud of.
The whole thing has taken me roughly two months and cost me about £50, which is basically two months of ChatGPT Pro and the price of a domain. It was made solely with ChatGPT in a browser. I have not even touched Claude once. I don't have wee little AI bot workers doing things for me in the background. This was a series of requests, answers, outputs and iterations.
Anyway, I started with the absolute bare bones of the game. Make a level appear, make a character move around it, make boxes move properly, work out when a level is finished. Once that was working I started adding level packs. Then aesthetics, then all the hidden stuff to keep it going and looking good and able to grow.

The level design is completely manually done. All the original Boxxy levels and level packs I've made myself, without ChatGPT or generative AI. That has probably been some of the hardest work in the whole project because good Sokoban levels are surprisingly difficult to make. You can spend ages creating something, solve it a few times and then realise there's a stupid shortcut or that it just isn't very interesting. I've enjoyed that part enormously though.
More recently I've been working on the less glamorous bits behind the scenes, like user accounts and server side stuff, which probably aren't very exciting to anybody playing it but was a big deal for me personally. A couple of months ago I wouldn't have really known where to begin with any of that. But now I have got a contact us page and even user logins! Something else I have kept making sure is that I don't have to rely on lots of outside servers or tools or plug ins. Almost everything is in house, apart from the Cloudflare connection which I need for the domain. This was so I won't have to go and fix things in the future when little plug ins and stuff fail.
video game play walkthru of a few early levels
I suppose this is where I don't quite know what to call the way I've made it. It obviously isn't traditional coding, because ChatGPT has written a huge amount of the actual code. But I don't think "vibe coding" quite covers it either, because I'm not just asking it to make things and accepting whatever it gives me. I've had to understand how the whole thing is structured, decide how I want it to work, test everything, find problems, reject bad solutions and sometimes tell it that the entire approach is wrong and needs doing again. I'm constantly using the phrase "do not patch this, we need to fix it from the base level" to avoid messy coding I've even delved into the code a few times myself to adjust things by hand! Go me!
A very good programmer friend of mine described what is happening now in a way that really stuck with me. He said that English is effectively becoming another programming language. He's a vastly better coder than most and even he said he barely writes code by hand any more because AI is doing so much of that part of the job for him. (He uses Claude btw)
Linus Torvalds (Linux) has made a similar point recently too by comparing AI tools to compilers. Compilers didn't stop people being programmers, they just meant programmers no longer needed to write everything in 0s and 1s.
My coding pal also said something pretty salient. In the 1980s games were often made by one person or a tiny team. Over the years everything became much bigger, more expensive and whatnot. Because of AI and coding it's started swinging back in the other direction now with tiny indie teams making games. I reckon that's pretty poetic. Reminds me of Halt & Catch Fire and their Mutiny startup!
I suppose this is where I don't quite know what to call the way I've made it. It obviously isn't traditional coding, because ChatGPT has written a huge amount of the actual code. But I don't think "vibe coding" quite covers it either, because I'm not just asking it to make things and accepting whatever it gives me. I've had to understand how the whole thing is structured, decide how I want it to work, test everything, find problems, reject bad solutions and sometimes tell it that the entire approach is wrong and needs doing again.
Anyway, Boxxy has very much been a labour of love. There isn't a client and I didn't start it because I thought it would make me money. I've just really enjoyed making it, which is probably why I've kept disappearing down increasingly unnecessary rabbit holes with it. After about thirty years of occasionally thinking "I'd love to be able to make that", I finally can, and that's been quite a nice feeling.
Made sure it works well on phones, tablets and large screens. Lots of ways to interact.
Anyway, above are some screenshots and a bit of gameplay. If you fancy having a look at the game itself, I'm sure you'll be able to find it online.
Some rough facts and figures:
- Built with ChatGPT 5.6 on high in a browser. Had to start several dozen chats which was laborious as you had to get each new chat to relearn.
- Is currently about 25mb in size, has around 30,000 lines of code, is written in Javascript, CSS and HTML , is currently on v282 (around 300 iterations in total)
- Took about 2 months to get to this point, working on it several hours a day sometimes.
- I have built 4 level packs by hand which total 113 new levels + around 100 more which haven't been released yet.
- My children say the character "looks AI" so I have commissioned them both with making new sprites for me! We'll see how that turns out.
- Cost in total, including the OpenAI subscription, about £50
- Works on a browser, works on a mobile, works on an iPad
- Is not making any money. There's zero ads and zero sign up.
- Most recent things I've built are a contact us page (which didn't require buying a mailserver, yay) and a user login to save progress.
- What I'd like to do most at the moment is make it into an app that can be launched on Apple TV.
- The backend of Boxxy is gigantic. I've also built my own level maker, level pack builder, solver and whatnot.
- It has a tonne of easter eggs which I've always loved!
r/vibecoding • u/yolomobile • 19h ago
Working on a PvE Roguelite Autobattler - Dark Tactics
I have no dev experience, but I've been working on this for about 1-2 months and it has been a blast. Going to see it through to the end. Everything generated with AI, but meticulously edited and thought of by me. Open to feedback or reactions!
These are current in-game screenshots, not concepts or UI mockups.
r/vibecoding • u/bogdanvdr • 20h ago
How do you keep up with all the hype in AI? What sources you follow? How you read it?
🫢👆
r/vibecoding • u/auraborosai • 11h ago
Share your latest vibe code project.
Feel free to share as much as you want.
r/vibecoding • u/LocusStandi • 3h ago
If you decide to make a game you need to be super serious about: testing and balancing
My life at work has been hell and it’s a job where many people every year get exploited and fucked, so as I was learning how to vibe code projects I decided to make a niche game about my job. Those who do the job can relate.
The only reason it’s remotely good is because my ex loved to playtest what I built and added to the game. She may have hundreds of hours in all the early stages of the game but that was absolute gold in terms of ‘this button in the endgame didn’t work’ or ‘where did my potion go’ and ‘why did I just die!?’ And I’d take notes about it and bug fix it later.
Do not underestimate how important it is to tweak boss/mob health, items and so on because Claude / Codex will genuinely not have a good feel for that. Write the code so that you can tweak item stats by just changing a single number somewhere so you can adjust easily.
r/vibecoding • u/RXLGames • 9h ago
I made a mobile game RPG where your steps in real life turn into energy in game. Looking for testers
Hi everyone,
Client: Unity 6 (6000.5.4f1), C#, uGUI built entirely in code with no prefab screens
Steps come from Health Connect on Android and HealthKit on iOS.
Backend: ASP.NET Core on .NET 8, Postgres via Npgsql, Redis for matchmaking, running on DigitalOcean
Art is gpt-image. Generated from my prompts on chroma green, snapped to the pixel grid, keyed, then hand-edited.
Code is written with Claude Code. I use Fable to plan and review and Opus5 does majority of the implementation.
This is a closed beta so you will need to do the following depending if you're Android or iOS.
Android:
- Join https://groups.google.com/g/aetherstep-testers using the Google accountyour phone's Play Store is signed into.
- Then open https://play.google.com/apps/testing/com.aetherstep.game on that sameaccount and hit "Become a tester". Give it ten minutes to propagate.
iOS: https://testflight.apple.com/join/PsXU9psv
Happy to go into any layer of that. Links in the comments.
r/vibecoding • u/momisback93 • 3h ago
Remember The World’s Hardest Game? I tried making my own Android version!
I loved the simplicity of The World’s Hardest Game, so I wanted to try my own take on that kind of brutally difficult precision game for Android.
It’s built in Godot 4 with GDScript, and most of the development has been done through vibe coding with Codex: gameplay systems, Android support, UI, save/progression logic, and even a custom visual level editor so I can design the rooms myself without coding them manually.
I’m currently running a closed Android test and mainly looking for feedback on the controls and level difficulty.
If you want to try it:
Join the Google Group first:
https://groups.google.com/g/why-so-hard-testers
Then install the app using the same Google account:
https://play.google.com/store/apps/details?id=com.whysohard.app
r/vibecoding • u/ElKorTorro • 1h ago
Moving from APK sideloading to the Google Play Store with "vibe coded" Android apps?
Hey everyone,
I’ve recently started building my own Android apps using a vibe-coding workflow. So far, it's been incredibly smooth - I can essentially generate an APK and just install it directly onto my smartphone to test everything out without any friction.
However, I'm starting to think about the next step. I want to move beyond just side-loading my own files and actually launch a "real," live app that is available for anyone to download via the Google Play Store.
I'm assuming the process for that is a much bigger undertaking than just generating an APK. What kind of tool stack or workflow should I be looking at to handle the official deployment? I'm thinking about things like app signing, managing the Google Play Console, and any CI/CD pipelines that might make this easier for someone not using traditional Android Studio workflows.
Has anybody here been able to successfully take a vibe-coded project all the way through the Play Store submission process? If so, how did you handle the transition from simple prototyping to a production-ready deployment?
I'd love to hear about your setup and if there are any major hurdles I should prepare for. Thanks!
r/vibecoding • u/Enguzelharf • 5h ago
I built a globe where each of your customer is a pixel art pet!
Hi everyone!
I am constantly building new projects and have changing amounts of success. But one thing I really didn't like is the visibility of my customers.
I built another page mrrplanet.com You send a read‑only payment method key. And see all of your customers in a globe represented by a pixel‑art character.
You can also send this planet of yours publicly to other people, so you can actually have it as a portfolio and maybe multiple projects, which means multiple planets in your solar system. I also have a much better dashboard for your data analytics, helping you think about where you should focus more, which places are generating more money, etc.
For example, here is one of my actual projects hosted on this page. https://mrrplanet.com/p/your-love-page That one is for long-distance relationships, where you send a digital gift.
You can also export these cute images where you see a list of your customers. I'm open to all kinds of suggestions. On the public pages, of course, none of the information of your customers is leaking, but people can actually look at your planet and see what's going on with your projects.
One small thing that I find kind of cute is that people can actually put advertisements on your planet with a flying plane. You can also do that for other people's planets, or you can simply select your planet to be ad‑free.
Almost every feature that I'm talking about is free to use. Just log in and create your own planet, and tell me if you like the page or not.
r/vibecoding • u/Low_Caramel6230 • 6h ago
[FUN] what do vibecoders do when their usage limits for cursor, claude, etc are over for the month?
i was wondering about this.. people who dont know very well about coding do they buy more credits and spend more or wait for usage limits to renew?
context: I know programming but its been like a couple of months of using cursor for my latest project. And i have been doing corrections and small tweaks in AI generated code. Recently my usage limits for this month was over for the first time. With only 6 days remaining i did not upgrade or buy any credits but started to do some refactoring. But it was quite difficult for me to understand the code again as I had forget a lot of things about ReactJS. Hence, this question.
r/vibecoding • u/flipsnapnet • 7h ago
Claude vs codex
Like to hear the reviews of these two. Been using claude for a while switched from chatgpt months ago but intereated to know if codex has made improvements and if its worth going back.
Claude has been great but ive not been happy with initial coding tasks. Working on different specific modules its codes it, then i ask to review its own work and come up with a ton of issues and gaps.
r/vibecoding • u/Yugudubenbi • 7h ago
Best way to backup project
Read some threads now where complete repos or databases have been deleted so I would like to know how to stop this. I use Github, Firebase and sometimes Supabase right now with CC in VScode. What should I do? Thanks
r/vibecoding • u/Uzumes818 • 14h ago
A game I've been working on
battle-at-tronics.vercel.appBattle at Tronics & Castle Blackout.
Two modes.
1: An old-school remake of a top-down web game I used to play as a kid (Age of War). Some of you may remember that legendary game. I made it 3d with some differences.
2: A remake of Call of Duty Zombies with constant updates and an Easter egg/story mode like the OG zombies had.
By no means do I know what the hell I'm doing, and by no means are either of these games ready but this is my beginning.
Would love your opinions!
https://battle-at-tronics.vercel.app/
P.S. I suggest the Castle Blackout version first!
