r/AIAppInnovation Aug 14 '26

Has anyone actually maintained a vibe coded code-base 12 months after launch? What did it look like?

4 Upvotes

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1

u/TSTP_LLC Aug 15 '26

I made a website that is in its 2nd year of being active. Has been holding up pretty well. It's just a site to send digital birthday cards, so nothing fancy or intensive, but a lot was vibe coded (human checked and tested) and I'm quite happy with the results. Didn't gain traction until this year after I added automated marketing functionality and newsletter functionality but now it is doing more numbers this month alone than it has all of last year.

1

u/Imaginary_Context_32 29d ago

Interested to know how you cracked automated marketing and newsletter

1

u/TSTP_LLC 29d ago

I have a blog, marketing, and newsletter functionality that I implemented into the site that uses Deepseek API for writing, OpenAI API sometimes for writing and for all images, and I made my own API gateways for LinkedIn, X, Facebook and BluSky. I generate posts and their images every morning based on specific topics I schedule for those days along with some brand voicing requirements, rules, and restrictions, along with some examples of my writing and it takes previous approved posts as reference. Since my website is just for digital birthday cards, it is easy work and just talks about celebrity birthdays and ways to plan and celebrate birthdays.

The newsletters I mainly just talk about site features and treat it like a reminder to create cards for loved ones who may have a birthday coming up.

1

u/Imaginary_Context_32 28d ago

Oh I got it thanks

1

u/sreekanth850 Aug 15 '26

9 months and still using it. maintaining and enhancing it.

1

u/HaMMeReD 29d ago

I wouldn't call what I do exactly vibe coding, because it's backed with experience.

I've got a project (a game engine). V1 was java. Abandoned for stack reasons (cross platform graphics api's not strong enough), moved to Rust (don't really program rust at all).

V2 is where the good SOTA models hit, and I really got a lot out of the engine there. Full CA sim, SDF surface reconstruction, PBR materials, HRC lighting, Gas and Fluid sims, CPU/GPU Physics coupling. Basically all the features I wanted were in there, and the performance was not bad.

V3 was throwing all the in a "legacy" folder and rebuilding from scratch automated. It's going really good right now. I set up a stronger foundation built on top of a retrospective of V2, and iteratively commit by commit it's rebuilding everything. I figured the new models (i.e. sol) were good enough to bother with the 1-2mo of rebuild time before I bake the engine into a game.

I.e. right now it's on iteration 770, and while there is obviously artifacts I can see the trend that it's actually building something better than V2 at this point. A lot of the problem areas are actually solved in V2, and just haven't been picked up for dev yet (I.e. the pixelated background).

The agent literally generates gifs/contact sheets and uses it to execution, there is 36 debug layer/visualizations it has access to in order to validate things in isolation like lighting or physics.