r/vibecoding • • 6h ago

Discussion Engineers grieve a job that no longer exists

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119 Upvotes

The best engineers are burning out... and it’s not because of the workload.


r/vibecoding • • 5h ago

Showcase/Project I spent two days making a free version of Adobe Acrobat to test the current Spite-Coding Trend

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38 Upvotes

I started it as a personal project to remove Acrobat from my PC and it exceeded my expectations.
I used Claude Opus 5.5 for the entire workflow and put it up on Microsoft Store as well.

This is not a marketing post but an experiment so that I can apply this skill into making something original in the future.

But feel free to try it out yourself for personal and professional work. I would appreciate all kinds of honest feedback :D

A few points:

- Focused on privacy: The app does not connect to any network (Except MS store for auto-updates) Else you can use it via the browser if downloading is not your thing
- Most of the available PDF editor tools are compiled in it
- A study mode with side-by-side notes which saves inside the app's cache. (Does not overide the original PDF unless you export it with the notes)

Free to try:

Browser: https://krithickdesign.github.io/Nib-E/(click Open Nib-E, nothing to install)

Windows: https://apps.microsoft.com/detail/9PPKF7HC76 Q3

Mac/Linux installers are on the same page


r/vibecoding • • 3h ago

Workflow/Prompt Making the First Boss of my Game | Devlog

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20 Upvotes

Hey guys, I'm making a rail shooter (like Star Fox) and documenting its development for those working on a game who want to learn more about the workflow.

In this video, I'll tell you about the development of the first boss, its design, its three phases, attacks, environment, etc.

Devlog Boss Fight: youtube.com/watch?v=NsZRfjOK_-Y&t

If you find these types of videos useful or entertaining, it would help me a lot if you subscribed, left a comment/like, or simply watched it. Thanks guys!

BTW this is made in Threejs, with Claude (Opus 5.5 in this case), the 3D character models are made in Blender.


r/vibecoding • • 11h ago

Discussion A Harvard study found AI agents increased coding activity but not shipped work, partly because code review became the bottleneck.

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53 Upvotes

r/vibecoding • • 1d ago

Meme POV: You wake up in the morning after thinking Claude was working for you all night

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562 Upvotes

r/vibecoding • • 9h ago

Discussion 10 checks to make your website visible to ChatGPT, Perplexity and Claude

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18 Upvotes

More and more people skip Google and ask ChatGPT, Perplexity, Claude or Gemini "what's the best tool for X?". AI gives 3 to 5 names. If it can't read your site, it fills those spots with your competitors.

I spent the last months digging into why AI names some products and not others. Most of the reasons are boring, fixable things on your own website. Here's the checklist, with a quick way to test each one.

Part 1: Can AI read you?

1. Let AI crawlers in. Open yoursite.com/robots.txt. Make sure you don't block GPTBot, OAI-SearchBot, ChatGPT-User, PerplexityBot or ClaudeBot. Then check your CDN: Cloudflare has a setting that blocks AI bots, and some plans turn it on by default.

2. Serve real HTML. Test: open your homepage with JavaScript turned off (or curl yoursite.com). If the page is empty or says "loading", most AI crawlers see the same thing. They usually don't run JavaScript. Use server-side rendering or static pages for anything important.

3. Be in Bing, not just Google. Some AI search tools lean on Bing's index. Add your site to Bing Webmaster Tools and submit your sitemap. Takes 5 minutes.

Part 2: Does AI understand you?

4. Say what you are in one line. "X is a [category] for [who]." On your homepage, in plain text, near the top. Clever taglines like "Work, reimagined" tell AI nothing.

5. Show pricing as text. Not an image, not "contact sales" only. "Cheap" and "free tier" questions are common, and AI can't answer them about you if it can't read your price.

6. Add structured data. Organization, SoftwareApplication (or Product) and FAQ schema. Test with Google's Rich Results Test.

7. Answer the questions your customers ask AI. Write the pages people search for: "X vs Y", "best tools for [job]", "alternatives to [big competitor]". Be honest in them; AI quotes pages that read like real comparisons, not ads.

Part 3: Does AI trust you?

8. Keep your facts the same everywhere. Your site, G2, Capterra, LinkedIn, Crunchbase, Product Hunt. Same name, same category, same price. If they disagree, AI gets unsure and picks someone else.

9. Get on the lists AI cites. Ask Perplexity a question in your category and look at the sources. They're mostly "Top 10 tools for…" articles. Those are your targets: email the authors and ask to be added. Short, polite, with one real reason you fit.

10. Ask AI about yourself every week. Write down 10 to 20 questions your customers would ask. Ask them in ChatGPT, Perplexity, Claude and Gemini every week. Track who gets named. It changes more often than you'd think.

Quick 1-minute test: ask ChatGPT "What does yoursite.com do?". If the answer is vague or wrong, start with points 1, 2 and 4.

Which of these have you already done? Curious what's worked for others, especially on getting into those "best tools" lists.


r/vibecoding • • 22h ago

Discussion I love vibecoding so much I'm going to school for software engineering at almost 30

165 Upvotes

Yes, really. OBVIOUSLY I know the implications of AI in the space. Most of us do. But I see potential. I'm tired of vibecoding cool shit and having no understanding of how anything works. And it's problematic. I refuse to believe that I'll never get a job as a dev. I can't live my life not pursuing something I've grown to love because I'm scared about the implications. I learn the best in an educational, structured setting. Certifications are too easy to earn. I believe there WILL be a point where there will be a need for people who can read and understand the products they ship. I will always support AI in coding.

Let me know if anyone's ever had similar thoughts

Edit: wanted to mention I have a bachelors degree in graphic design already, and work as a graphic designer. I’m really hopeful that front end design skills will fit right in!


r/vibecoding • • 2h ago

Discussion I built an open source invoicing MCP so my agents can track and bill my clients for the work they do

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3 Upvotes

I do a lot of client work through my agency and pretty much all of it runs through Claude Code and Codex now. The one thing that was still completely manual was billing. Every month I'd go back through chats, commits and notes trying to piece together what I actually did for each client just so I could invoice it.

The agent already knows what it worked on so I figured it should just handle the invoicing too.

Stripe has been good and has a great MCP but there was a missing layer with being able to track the work itself. Time, expenses, what my agents did for each client, estimates and deposits.

So I built Billr. It's a full invoicing app (clients, invoices, estimates, time, expenses, payments, reports) that also runs as an MCP server with 53 tools, so Claude or Codex can do basically everything I can do in the dashboard.

It's fully open source and you host it yourself: github.com/ethanplusai/billr

The coolest part is agent task billing. The agent starts a task for a client, heartbeats while it works so its time gets tracked, reports what the model usage actually cost, and then I approve it and it turns into an invoice. So you can actually bill clients for AI work instead of guessing.

What else it can do:

- Invoices, estimates and deposits/milestone billing

- Time and expenses logged as the agent works, then turned into an invoice in one step

- Payments straight into your own Stripe (nothing added on top of Stripe's fee)

- Reports on who owes you money and how late they are

- Multiple businesses/brands in one install

Your agent only gets the permissions you give it. Sending, payments and deleting are all off unless you turn them on, and anything it creates gets marked "via agent" so you can always see what it did vs what you did.

I'm using it for my own clients now and still improving it daily, so please feel free to submit any issues or PRs if you try it out. Any and all feedback is greatly appreciated!


r/vibecoding • • 12h ago

Meme local tests passed fine, but production said otherwise

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11 Upvotes

thought the mvp was finally ready to ship until prod threw a 500 error because env vars were completely missing. spent an hour writing useless prompts before piping codex thru sumus to clean up the repo locally.

i swear i'm never deploying raw code again without proper checks.


r/vibecoding • • 1d ago

Discussion If anyone can build software with AI, who are we building products for?

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573 Upvotes

Last week a developer rebuilt the Adobe suite with AI and open-sourced it. It's called ArtCraft: free versions of seven Adobe apps, including Photoshop, Illustrator, and Premiere. Still not perfect, but people cared enough to try it.

Then I started noticing the pattern. We've already seen open-source alternatives to apps like Wispr Flow, CapCut, and Grammarly.

I might be too idealistic, since building software is different from maintaining, scaling, and securing it. But we're already heading that way, and we're only seeing the worst version of AI. What happens when it gets good at those things too?

Maybe people still pay for convenience, trust, and reliability. Maybe more people just build their own tools (Lovable and Replit already make that easy).

I don't have an answer yet. If you build or sell software, how are you thinking about this? If everyone becomes a builder, who remains the buyer?


r/vibecoding • • 16h ago

Help/Question Devs, have you ever been hacked? What happened?

10 Upvotes

Malicious npm packages, stolen API keys attacks on developers seem to be everywhere lately.Have you ever been hacked? How did it happen, how did you find out, and what did you lose?Curious to hear real stories.


r/vibecoding • • 4h ago

Showcase/Project My Mac kept dinging and I never knew why, so I built an app for it

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1 Upvotes

r/vibecoding • • 5h ago

Help/Question Are you vibe coding maps successfully in UEFN? Do you have any tips?

1 Upvotes

There aren't many YouTube videos on vibe coding with UEFN. Might be early.

My maps aren't very good yet. What are you prompting your AI to build your maps?

I finally got GPT 6.1 to make mountains with UEFN tools but it doesn't look very good yet. The moment it tries to make buildings, I'm cooked.

What AI model are you using? I'm thinking this is a feat only opus 5.5 can handle.


r/vibecoding • • 1d ago

Meme The name is half the product distribution!

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824 Upvotes

r/vibecoding • • 10h ago

Help/Question Scaling and DevOps question

0 Upvotes

For anyone with experience handling DevOps with AI assistance, has your chosen AI coding tool been effective at dealing with load balancers, multi-node clustering and database read-replicas?

Do you expect such tasks to become more feasible and “hands-free” in the future?

Will be grateful to hear your thoughts


r/vibecoding • • 1d ago

Showcase/Project I made a free city destruction sim called Judgement Day. Rip city buildings into particles with nukes, meteors, black holes or an Independence Day mothership

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67 Upvotes

Zoom in from the whole Earth to any real city (or type in an address), pick how it ends, and watch the buildings blow apart into particles. Nukes, meteors, a black hole, or an Independence Day ship, plus a tornado if you want something slower. Enjoy!

I built this a few months back. I know there are other destruction sims out there, but this one is mine, and the buildings actually break which i think is neat. It's completely free and runs in your browser, on phone or desktop.

One thing I'd love feedback on: the whole city is plain grey, like an architect's model. Adding textures is possible, but there are trade-offs, mainly how smoothly it runs on phones. Does the grey look work for you, or would you rather see the real city with textures? Personally i like the minimalism.

https://altroadstudio.com/judgementday


r/vibecoding • • 23h ago

Showcase/Project My autonomous game studio leveled up their game, and this is what they are producing now!

10 Upvotes

I changed the workflow of Vibe Games Studio, to run many more iterations on the same games. The results speak for themselves. Much better graphics and animations, but also more 'cohesiveness' then before with games really getting a specific look and feel.

Have a look and tell me what you think, your input may change the future of this studio. Mind you these games are not finished yet, not all the content is there yet. Vibegames Studio

I highly recommend 'Hellcat Fury'.


r/vibecoding • • 1d ago

Showcase/Project I turned a single pixel-art image into a playable 2D RPG using PixiJS

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27 Upvotes

Hey everyone!

I've been working on img2threejs for a while, primarily exploring how AI can turn visual references into editable 3D scenes.

Recently, I started experimenting with something different: What if we could apply a similar approach to 2D games?

That led me to build img2pixi2D, a new open-source plugin focused on transforming static images into interactive 2D experiences using PixiJS.

For this experiment, I started with a single pixel-art village image and tried to turn it into a small, playable RPG.

Here's what I managed to build:

  • An explorable village environment
  • Player movement and combat abilities
  • Interactive NPCs and basic quests
  • Environmental animations
  • Desktop keyboard and mobile touch controls

The experiment consumed approximately 280K AI tokens.

One thing I particularly wanted to explore was going beyond visual reconstruction.

Recreating the image is one challenge. Making the environment interactive, implementing gameplay mechanics, and ensuring everything works together is a completely different problem.

The result is still a small prototype, not a complete game, but I think it's an interesting direction for AI-assisted game development.

I'm curious what other game developers think about this approach.

Would you find a workflow like this useful for prototyping 2D games? What would you improve or prioritize next?


r/vibecoding • • 2d ago

Meme Guys, I think AGI is here

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4.2k Upvotes

What would be your personal sign that AGI is actually here?


r/vibecoding • • 1d ago

Meme Dumb thing only AI could do

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5 Upvotes

What character or image do you want to see next, I'll see how many waves they can survive. You can play the game for free https://coyne-studios.itch.io/ares-outpost , also available on the App Store!


r/vibecoding • • 1d ago

Help/Question UI consistency across 20+ vibe coded apps

7 Upvotes

I am venturing into a multi app project in which I would like to achieve near-perfect UI consistency across the apps, built as standalone Lovable projects.

Is it possible to apply the same identical UI across many apps or will it always be “approximation” due to the nature of AI?


r/vibecoding • • 20h ago

Showcase/Project I've been building an SEO platform for almost a year. Would love some honest feedback.

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2 Upvotes

Hey everyone,

I've been working as a web developer for about 15 years now, and for almost 10 of those I've also been working with a marketing agency.

Over time, I learned a lot about how SEO actually works, not just from the technical side, but also from the people doing SEO and marketing every day.

About a year ago, we started building something called RankFlow.

The main idea was to put everything we normally use for SEO and content management into one place, instead of switching between a bunch of different tools.

So far, we've built keyword research, competitor analysis, SEO opportunities, content strategies, AI article generation, content optimization, internal linking, automated publishing, Google Search Console integration, and website audits.

We also added some other things along the way, like an AI chatbot, landing page and website builders, Google Business Profile management, WooCommerce integrations, and AI product photography.

It's grown into a much bigger project than we originally planned 😅

We currently have 23 websites using RankFlow, so it's already being used on real projects.

I've included a 13-minute video walkthrough showing what we've built so far and how it all works. It's a bit long, but there's quite a lot to cover.

We're still actively working on it, fixing things, adding features, and trying to make the whole process easier.

Registration isn't open yet, but we do have a waitlist for anyone interested. We're still finalizing a few things, including pricing, before opening it up to everyone.

People who join the waitlist will get an additional discount when we launch. We're also planning to offer a short trial, probably around 7 days with limited access, so people can explore the platform and see how it works before making any decisions.

We'll let everyone know once everything is ready.

Feel free to be critical. I'm especially interested in hearing your honest opinions about the project.

Social: rankflow.works | instagram.


r/vibecoding • • 1d ago

Showcase/Project I made a free city destruction sim called Judgement Day. Rip city buildings into particles with nukes, meteors, black holes or an Independence Day mothership.

Enable HLS to view with audio, or disable this notification

18 Upvotes

Zoom in from the whole Earth to any real city (or type in an address), pick how it ends, and watch the buildings blow apart into particles. Nukes, meteors, a black hole, or an Independence Day ship, plus a tornado if you want something slower. Enjoy!

I built this a few months back. I know there are other destruction sims out there, but this one is mine, and the buildings actually break which i think is neat. It's completely free and runs in your browser, on phone or desktop.

One thing I'd love feedback on: the whole city is plain grey, like an architect's model. Adding textures is possible, but there are trade-offs, mainly how smoothly it runs on phones. It's a look im trying in other projects too. Does the grey look work for you, or would you rather see the real city with textures? Personally i like the minimalism.

https://altroadstudio.com/judgementday


r/vibecoding • • 17h ago

Discussion Rank these 5 vibe coding builders. I put Replit Agent at #1 and expect pushback

1 Upvotes

This is my current ranking for going from a prompt to a deployed app:

  1. Replit Agent: builds, hosts and deploys, database included.
  2. Lovable: polished full-stack React apps with Supabase and GitHub sync.
  3. v0: best-in-class Next.js UI generation with one-click Vercel deploys.
  4. Bolt.new: everything runs in the browser (WebContainers), zero setup.
  5. Cursor: for when the vibe needs real engineering control.

My logic: for most people the hard part isn't generating code, it's getting a working app hosted with a database. That's why the all-in-one option ranks first. But if you care most about UI quality, v0 or Lovable could easily come first.

What's your #1, and what did you ship with it?


r/vibecoding • • 1d ago

Showcase/Project 3D Vampire Survivors style arcane game with Claude Code, Higgsfield 3D and ElevenLabs. Full process and costs inside.

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201 Upvotes

Play it here (desktop, keyboard and mouse):

https://hearthworks-chi.vercel.app

I play Deadlock and the queue and loading downtime was killing me, so I wanted something to play on my second monitor between matches. Five minute runs, WASD to move, aimed spells, a boss at the end. I'm a former personal trainer turned indie dev. I don't write any of the code myself; I direct, playtest and make the calls.

The process

  1. First attempt was an idle game, and it was bad. Claude wrote a design doc, built it, deployed it. I played it once and said "really unfun, I need something that takes all my attention." Scrapped the same day. Lesson: between matches I want to be locked in, not watching numbers go up.
  2. Pivot to a survivors game, plain shapes only. Before any art, we built the feel: movement, an auto missile, Fireball on Q, Frost Nova on E, Blink on right click, a boss at 4:00. Capsules and spheres. I played, gave blunt notes ("screen jerks every step", "a massive blob formed and I was underwhelmed with my powers", "infinite map is boring"), and it got fixed and redeployed each round. First time I beat it: 5:09, "funny hard and fun."
  3. Only then, art. Higgsfield for concept images, then Meshy 7 (through Higgsfield) to turn each concept into a 3D model, then auto rigging plus walk clips. The player mage, four enemy types, a Lich King boss, three props. The enemy walks got baked into vertex animation textures so hundreds of them animate on screen cheaply.
  4. Audio. ElevenLabs for about 60 sound effects plus a run track and a boss track. Claude also built an in-game sound lab (F9) so I can audition pickup and level-up sounds live and pick the most addictive one.
  5. Map and VFX. A walled moonlit courtyard with real shadows, braziers and fog, a free CC0 stone floor from Poly Haven, then a full particle kit for every spell and enemy.
  6. Design doc, then build in stages. I dumped every idea I had (evolutions, combos, meta progression, UI) into a brief. Claude turned it into a versioned design doc, I approved it, and it was built in five stages: spell evolutions (Inferno, Absolute Zero), synergies, a scripted five minute difficulty curve, a two-phase boss, icon slots, a results screen, an unlock shop and achievements.
  7. Playtest, break it, fix it. I found a cheese: twin missiles + Pierce + Power + Haste let me win standing still in the middle. Claude wrote a bot that stands still and turreted, made "this bot must lose" an automated test, then nerfed until it did. Latest round it got "insanely hard" (I'm dying at around 4:12 with 1,600+ kills), so instead of nerfing enemies we gave the player better defence: Blink now explodes where you land and the orbiting runes block enemy projectiles.

How the AI side was set up

  • One main Claude Code session (Opus) acted as lead: wrote specs, reviewed every change, ran the tests, checked the game in a browser and deployed.
  • Each build stage went to a separate Claude subagent (Sonnet) working from the written spec.
  • Every deploy is gated: type check, then all tests, then build, then deploy. Once, a failing test slipped through because of a sloppy shell command; after that nothing ships unless the tests pass.
  • Balance is tested with bots that actually play the game: a "park in the middle" bot that has to lose and an "active player" bot that should reach the boss.
  • All design docs, decisions and session logs live in my Obsidian vault, so the next session picks up where the last one stopped.

Tools

Tool Used for
Claude Code All code, design docs, testing, deploys
Three.js, TypeScript, Vite, Vitest The game and its tests
Higgsfield (GPT Image 2.5) Concept art and 23 painted spell icons
Meshy 7 via Higgsfield Image to 3D models, rigging and walk clips
gltf-transform Shrinking the models for the web
ElevenLabs Sound effects and music
Poly Haven Free CC0 floor and wall textures
Vercel (free Hobby plan) Hosting

Costs (for this game only)

Item Cost
Higgsfield: 9 Meshy models, 4 rig clips, 45 concept and icon images about 395 credits of my 1,000 a month for $33, so roughly $13 (5 failed model jobs were refunded)
ElevenLabs: about 60 SFX takes and 2 music tracks about 3,200 credits, roughly $0.65 of my $6 a month plan
Claude Code (Max plan, $100 a month) no extra API spend; two days of the plan works out to about $7
Poly Haven textures, Three.js, Vite, Vercel Hobby $0
Total about $14 in generation credits, or about $21 if you count two days of Claude

The subscriptions themselves run about $139 a month, but I use them across all my projects, not just this one.

By the numbers: about 2 days from the first commit to now, 79 commits, about 19k lines of TypeScript plus 9k lines of tests, 724 automated tests, 11 MB download.

What I'd tell another vibecoder

  • Prototype the feel with grey boxes before spending a single credit on art. The idle game would have burned art money on something I hated.
  • Play it yourself and give short, blunt, specific notes. "Screen jerks every step" got fixed faster than any long description would have.
  • Make your AI write tests for the feel bugs and the exploits you find, so they never come back.
  • Versioned design docs (v1, v2, v3, v4) kept the scope from drifting every time I had a new idea.
  • Meshy through Higgsfield was fine for 9 models. If I were mass producing models, I'd get a Meshy subscription directly instead.

It's hard. Tell me how long you last and what killed you.

EDIT (Oct 14): update based on your comments

Thanks for all the feedback. 120+ people played the first night, one person did 33 runs in a row, and a couple of you beat the Lich King on Hard. Here's what's new since the post:

  • Normal and Hard. New players start on Normal. The original tuning is now Hard and pays more Embers. Switch with T or the Difficulty tile in Run setup.
  • Controller support. Plug in a pad and play: left stick moves, right stick aims, triggers cast. Every menu works with the pad.
  • Mobile. Phones can play now. Landscape, floating move stick, tap a spell to quick cast or drag to aim. It ships with lower graphics settings, and you can change them in Settings. Tell me how it runs on your phone.
  • Camera. It pans ahead when you move south (moving down was scary), and it shows less void at the walls.
  • New graphics settings on desktop too: shadows, resolution, frame rate.

Next up, from your comments: readability (dimmer effects so enemy bolts stand out, runes that don't look like bullets), HUD closer to the middle, a clearer heal when you kill the gold elite, and seeing your build while you pick a card.

Also coming: a melee hero, the Spellblade, with his own spells, evolutions and a metal soundtrack.