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This entire MMORPG was vibe coded in just 2 months 2 factions, 6 classes, level 50 progression, dungeons, raids, crafting, mounts, dynamic events, PvP and 10v10 battlegrounds, all running directly in the browser The creator uses mostly Opus 5, with Fable 5 as the orchestrator, and says he barely...

21,522 views • 16 days ago •via X (Twitter)

18 Comments

John Smith's profile picture
John Smith16 days ago

I personally wouldn't brag about my game being AI slop

yungballa's profile picture
yungballa16 days ago

I mean no hate but this looks terrible. Just because you can make systems for free doesn’t mean you can make a good game

Hakimi Eiqbal's profile picture
Hakimi Eiqbal16 days ago

Lythravel is completely free and already playable in your browser Play: Community:

Hakimi Eiqbal's profile picture
Hakimi Eiqbal16 days ago

you probably don't need an entire dev team to start anymore QuadcodeAI gives you frontier coding, reasoning, image and video models in one workspace WLCM0730 gets you 1000 free credits to start building

Dalty's profile picture
Dalty16 days ago

Kinda looks like an open world rpg version of Minecraft dungeons

HerculesHomeless's profile picture
HerculesHomeless16 days ago

Sheshhhh that’s impressive 🤯

Trevyon's profile picture
Trevyon16 days ago

Nice work

Orion (e/acc)'s profile picture
Orion (e/acc)16 days ago

looks like trove, impressive tho

Kevin's profile picture
Kevin16 days ago

the sandbox is shaking rn

Jacopod's profile picture
Jacopod16 days ago

Two months for level 50 progression and dungeons is genuinely fast. The thing I'd want to read is what broke first once two clients disagreed, because that's the bug class no amount of generated code gets right on the first pass.

IngressLog's profile picture
IngressLog16 days ago

Looks like less than a day, lol

Aryaa SK's profile picture
Aryaa SK16 days ago

two months and bro wants an A on ratemygithub 😂

Igor Silva's profile picture
Igor Silva16 days ago

looks nice, whats the stack?

Sosiaalioikeistolainen's profile picture
Sosiaalioikeistolainen16 days ago

But why?

The Indie Games Network's profile picture
The Indie Games Network16 days ago

That really looks impressive ngl. It's scary what AI can do already, and in a couple of years, there's going to be an oversaturation of AI generated games.

Build With Nauf's profile picture
Build With Nauf16 days ago

damn this is good

A̸̬͌a̶͛͜r̸̟͗ō̵̟ň̷͎ ̵̬̋B̸̧̌ò̴̱w̷̤̎ĺ̵͓ě̶̜y̸̺͛'s profile picture
A̸̬͌a̶͛͜r̸̟͗ō̵̟ň̷͎ ̵̬̋B̸̧̌ò̴̱w̷̤̎ĺ̵͓ě̶̜y̸̺͛16 days ago

isn’t that just minecraft

Jamji Jamaramji's profile picture
Jamji Jamaramji16 days ago

such a yesterday post. software is solved. get over it. move on and do the next thing: HARDWARE! you can do it!

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THIS GUY VIBE CODED A FULL CAPYBARA FOOD DELIVERY GAME IN 2 WEEKS WITH CLAUDE CODE you play as a capybara delivering food on a bike. orders stack on the back, you have a phone with apps in-game and the whole delivery system is realistic 2 weeks, zero game dev experience, and ENTIRELY AI generated the full stack: > claude code for all the code > three.js for the 3D engine > suno for original music > elevenlabs for sound effects and voice > GPT images-2 and grok for textures and illustrations > tripo3d for generating all the 3D assets the cinematics are all in-game too. he asked claude to build a cinematic editor with timeline controls, camera animation, and transitions. then he just placed the cameras himself his workflow was more planning than coding (obviously): > come up with the core mechanic > plan every feature using claude /plan mode > generate assets with AI tools > spend most of his time on the final polish, prop placement, and making the design feel right he said the human part is what most vibe coded games are missing. AI can generate everything but having taste for what looks good and what feels right is still on you the game is playable right now in the browser this is what vibe coding is actually capable of in the game dev space right now a year ago this would have taken a small team of developers, a sound designer, and an artist working together for months now one person with no experience can ship a polished playable game with story, music, and mechanics in 14 days the tools keep getting better and the barrier to making real games keeps getting lower

Om Patel

241,709 views • 4 months ago

fable 5.1 vs fable 5 vs opus 5 – three lord of the rings landmarks, built in 3d from one image the setup: one reference image per scene, one html file per build, everything procedural – no meshes, no textures, no image files, nothing past Three.js from a cdn. each model reads the picture, writes its own prompt from it, then builds to that prompt in the same turn. three named camera shots per scene on keys 1/2/3, so it can be screen-recorded. run through OpenRouter tasks: 1. bag end – hobbiton from two frames, outside and in. the round green door has to open onto the room you are standing in 2. barad-dûr – the tower and orodruin from one film still. the eye has to move and track the camera, the volcano erupts on a cycle, the clouds never stop 3. rivendell – jerry vanderstelt's painting. sun shafts that shimmer, water that falls without a break, trees that sway on a gust models: Anthropic fable 5.1, fable 5, opus 5 total cost, three builds #1 fable 5 – $14.97 #2 opus 5 – $18.53 #3 fable 5.1 – $22.38 wall clock, three builds #1 fable 5 – 38m #2 fable 5.1 – 92m #3 opus 5 – 122m output tokens #1 fable 5 – 298,592 #2 fable 5.1 – 439,435 #3 opus 5 – 724,418 lines of code shipped #1 fable 5 – 2,885 #2 fable 5.1 – 4,021 #3 opus 5 – 5,161 biggest single build, lines #1 opus 5, bag end – 2,410 #2 fable 5.1, barad-dûr – 1,375 #3 fable 5, bag end – 1,319 observations: • fable 5.1 is the only model that furnished the bag end interior – a live fire, panelling, books on the floor, leaded diamond windows, against fable 5's flat color and opus's dark tunnel. the round door outside opens onto that room, the hard part of the brief • what it costs is thinking room. the 128k output ceiling is a thinking budget in disguise: fable 5.1 burned 102,116 of it on reasoning and hit the wall mid-file. opus spent 109,241 and hit the same wall. fable 5 spent 61,240 and finished bag end in one call – the only one that did • fable 5.1's first pass is not the finished thing. its barad-dûr came back with three defects you only catch by looking at it – nothing a read of the code would have flagged • it is the best of the three at being corrected. handed a plain list of what was wrong, it returned 32 targeted patches over two rounds, every one applied first try, and it worked out one of the causes itself instead of guessing at constants conclusion: nine scenes, 12,067 lines and 1.46m output tokens for $55.88 all in – and the cheapest model was also the fastest, by 3.2x! follow thehype. for 24/7 ai news, analysis and breakdowns

thehype.

18,509 views • 16 days ago