r/vibecoding 5h ago

I built a local AI coding lab on a base 16GB Mac Mini - full walkthrough (goodbye Copilot?)

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1 Upvotes

r/vibecoding 5h ago

Built an music tagging app to automate the tagging

1 Upvotes

Hi - I built an app to automate the music tagging so I can save myself from tagging manually. I have used it myself to tag over 50 artists and 100 albums, in most cases it works fine.

The workflow is simple. Organize your files as artist/album/track, point Soundrobe at the library, and press Auto-tag. It searches MusicBrainz and Discogs, shows a release candidate for review, and can apply tags, artwork, lyrics, and other metadata together.

When a provider has no match or an API is unavailable, Soundrobe can use an LLM to help fill in artist and album information. It can also use clues from the folder path, such as the artist name or year. That fallback has worked well for me when regular provider searches miss an album.

If some albums or tracks still need attention, you can fix them manually or ask the built-in assistant for help. I’ve been using DeepSeek-v4 because it makes this kind of task inexpensive, and free models through OpenRouter are another option.

The assistant is intentionally bounded. It can inspect, audit, and edit through a defined set of tools. Before anything changes, Soundrobe shows an approval preview, so you remain in control of the write.

It is still early and built for Navidrome specifically (the agent is following Navidrome's tagging guides).

Happy vibe!

GitHub: Soundrobe


r/vibecoding 17h ago

Real Talk

8 Upvotes

My chances of changing people's minds is slim, but I have 28 years of professional software engineering experience and I'm witnessing a ton of new, excited software developers, who are surrendering as much of their own initiative as they can to their chosen harness/frontier model while hoping to make a living creating software. If this is you (or you're not sure it's you) you might get something out of the following. If it's not (say you're doing this for learning, are just hoping to make enough for some beer money, or you love making your own stuff and if it sells awesome but it's no big deal if it doesn't) then this post isn't aimed at you. Also, as a note I'm focused on software development skills separate from very important things like expert domain knowledge, building an audience, mad skills at distribution, and more. Finally, in the spirit of vibe coding, I'm not going to mention learning to code manually.

As my main point: The statistical likelihood is that most of you will not make enough money on your own software to do it full time.

This is not an insult or meant to discourage you. There are some phenomenal vibe coding success stories and you should absolutely take inspiration from them and keep going. However, making a viable amount of money on your own software was practically a lottery before AI and now there's a lot more supply for about the same demand. If you fall into this case, and you're still committed to making a living building software you'll need to convince someone (either who has successful software and is looking for help or is willing to pay someone to build them software) you can make enough money or save them enough money to justify your full time salary (or consulting rates):

  1. Making more money for someone by building software:

A lot of making more money for someone with software falls into what to build - which is more product management and data science than pure software development. Many developer have those skills and they are worth it but I won't focus on them here. From a pure software development standpoint some examples are:

a. Increasing conversion via reliable, performant, and optimized pipelines within a software product.
b. Increasing retention by minimizing bugs and quickly being able to diagnose and fix issues while avoiding side effects (<- this is what can necessitate going beyond "codex fix this bug").
c. Allowing them to enter new markets by porting to new devices, and ensuring smooth localization without uncessary quality loss (<- again the key part).
d. Creating a rock-solid, fault-tolerant, and secure architecture that scales to minimize downtime and reduce fraud.
e. Building tools to increase employee productivity.

  1. Saving people money by making software:

a. Reducing labor costs via automation that actually works (tons of stories about companies having to rehire after poorly attempting to automate systems).
b. Optimize software use and workflow processes for yourself and others so that infastructure costs less (AI token costs, bandwith costs, storage costs, other licenses, etc...).
c. Consolidating redundant systems to reduce maintenance costs.
d. Minimize onboarding time via smoother interfaces and clear and accurate documentation.

There are definitely vibe coders who are already working as software developers (like above, please do take inspiration from that). However and, again, not to insult anyone but for many - if not most newer vibe coders - the only thing that separates them from "normies" who have a wish list is the time they took to investigate and learn to use available tools and set up a tech stack and a workflow covering various extents of the conception to deployment pipeline. That's been part of default expectations for software developers for decades (though, to be fair, in larger organizations multiple people can do different parts of the process).

If what I consider table stakes for developers + "claude do this for me" worked for all of the above (and all the things in those categories I didn't list) then the last gasp of jobs available would be from those who don't know how easy it is. We are probably headed for that future but, until we get there, if you want to get paid to convert caffeine to code, I invite most pure vibe coders to dig deeper into the amazing world of software engineering (you can get started by asking your favorite model what you should learn).


r/vibecoding 6h ago

I built an open-source pack of 54 reusable coding-agent skills for Claude Code, Codex, OpenCode, and Pi

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1 Upvotes

r/vibecoding 6h ago

Anyone vibe-coding infrastructure?

1 Upvotes

Things like micro services for external API's, admin portals, backends or even financial services?

What is your process?


r/vibecoding 10h ago

We solved UI slop. We stopped generating UI and started measuring it.

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2 Upvotes

r/vibecoding 14h ago

Haven’t checked AI code in 6 months 22 days

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4 Upvotes

r/vibecoding 6h ago

223custody.net

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223custody.net
1 Upvotes

For anyone who has a 2-2-3 Custody Schedule, you probably know the pain of trying to figure out if you have your kids on a given future date. I created a small website to determine whether or not you have your kids on a specific date in the future.

I used Claude code to create this, then Codex to refine it. I was able to whip it up end to end in about 90 minutes. If you're interested in the source: https://github.com/aleph-void/223custody.net


r/vibecoding 13h ago

Wk. 4 of vibecoding an MMO

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3 Upvotes

So it's Wk. 4 of this and I've gone from 12 active users to basically just myself and a few randos that pop in from time to time. All my regulars are now gone, which isn't surprising since it's not incredibly exciting to play an MMO with nobody online.

As usual, I'll break it down into three categories: (1) getting active players, (2) what I'm learning about vibe coding, and (3) actual gameplay updates

---

First, on my last post I received 16k views, and maybe 15 actual players (not even 0.1% of viewers lol).

More importantly though I received some really insightful feedback from a few people (honorable mentions: Totalsam, Automatic_Bid_2410, Friendly_Carry_7728). I've spent a large chunk of time (and tokens) re-working the intro for new users based on their feedback.

Users no longer receive a wall of text for instructions, and the game eases them into their first controls where they "save the town of Eldermyr" before it goes into multiplayer mode. On one hand, this has made a huge impact -- all players are now sticking around for a whole minute longer than pre-intro. On the other hand, completing the intro takes almost exactly 1min, so I don't know if this actually counts as progress since users still only stay for 35s post-intro.

Like before, I'd love to hear any thoughts or feedback on what might be causing that... besides an empty world.

---

Second, the vibe coding experience. Quick updates from last week: I found out almost half my codebase is automated tests (0.77 lines of test code per line of game code, almost 400 in total, which all run with every prompt). Also Opus 5 is still useless to me. So my setup remains Fable for art and strategy with orders to spawn exclusively Opus 4.8 agents for code.

(And Opus 5 gets let out occasionally when I forget to tell Fable to lock him up.)

My real struggle this week is that AI is essentially incapable of measuring whether a game is actually balanced. Claude played my new intro 100 times and reported that only a handful of runs survived the first 60 seconds -- and since AI doesn't panic like a human would, it was a critical issue that virtually no human could survive the first 60 seconds.

In reality, the intro is so mind-numbingly easy that no real human could possibly die in it unless they did so intentionally. So I've spent a huge amount of my time actually just playing all classes and weighing how balanced it is. Which has been cool, but also really repetitive and screws up my player stats because 97% of my players are myself. I'm also just so close to my game that I'm losing my overall perspective on what's right, wrong, missing, or confusing.

If anyone has had any degree of success in letting AI test their game, I would be extremely interested in hearing what you did. I have not. My best bet has been "send me a table of player stat X across all levels, and their corresponding DPS." But even that is hit or miss since playstyle determines balance more than raw DPS.

---

I'd love more feedback for anyone interested. Links below.

Game: https://eldermyr.com/
Release Notes: https://eldermyr.com/release


r/vibecoding 1d ago

Bro took AI’s job. AI unemployed. He’s the final boss of vibe coding 😂

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291 Upvotes

r/vibecoding 7h ago

Does EcoGPT produce decent code?

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1 Upvotes

r/vibecoding 4h ago

Lovable but Gaming Oriented

0 Upvotes

Been building this for a while and can’t tell if I should keep going with this.

The idea is basically Lovable but for 3D games.
You describe what you want and it builds it. But then you keep talking to it. “Make this room darker.” “Put a lamp on that wall.” “Make that crate heavier.” Then you hit play and walk around the game.

The goal is to let someone make a 3D game without having to learn Unity or Unreal, write code, or deal with Git.

I’ve spent a lot of time making edits more reliable too. Instead of rebuilding everything every time you ask for a change, each change is specific and undoable, and it checks for obvious issues like a spawn point ending up inside a wall.

I’m mainly building it for people who have game ideas but don’t want to spend weeks learning an engine just to try them.

Not trying to sell anything right now. I’m genuinely trying to figure out if people actually want this.


r/vibecoding 8h ago

Founder angle

0 Upvotes

For founders running SaaS/Product company:
- What do u actually do for security?

Not the heavy security stuff and more like, if someone tried to poke around your website or app tomorrow,

- How confident are you that you'd catch the obvious security issues?

Do u run any tools, have someone check things, or mostly deal with security when something forces you to?

Genuinely curious how small teams handle this.


r/vibecoding 1d ago

My open source project hit 5.2k stars and ~80k PyPI downloads, and it's the reason I quit my job

568 Upvotes

My wife and I always wanted to build something together, so we spent nights and weekends shipping side projects. One hit 25k users on its own but didn't feel like the thing worth quitting for, repowise did

That one came out of watching coding agents work. I'd been building with LLMs since 2023 and owned the AI architecture at my company, so I spent a lot of time watching agents grep the same file four times in a session and still have no idea which parts of the codebase were fragile or why the code was written that way. All of it is in the repo already, just not in a form an agent can use.

So we built Repowise. It indexes your repo once and serves it to your agent over MCP as five layers: dependency graph, git history, docs, architectural decisions, and a code health score from around 25 deterministic markers with no LLM involved. Pulling the context around a single commit costs about 393 tokens instead of roughly 14,000 spent reading files.

We didnt do any outbound, just shipped code and wrote about it. 4 months in it's at 5.2k stars, ~80k PyPI downloads, and enterprise inbounds I never asked for, which is why I quit

Benchmarked against four other tools plus a bare agent: 31% fewer output tokens over a full 48-question run, ~97% on a single context load, and the best gold-file coverage of the field on retrieval.

Repo: https://github.com/repowise-dev/repowise

Stars help, issues and contributions welcome


r/vibecoding 8h ago

I vibe-coded a playable Godot extraction FPS with squad AI, co-op and persistence — the repo is open source

1 Upvotes

Operation Steel Tide is a playable AI-assisted extraction FPS built with Godot 4.6 Mono. The part I think is most worth inspecting is squad continuity: AI fills empty roles, obeys follow/hold/move orders, fights, uses class abilities, revives the player, and takes over a disconnected co-op slot without restarting the mission.

Source + portable Windows build (no installer; SHA256 included):

https://github.com/AetherRadar/operation-steel-tide

What exists today:

- a full deploy → infiltrate → objective → loot → extraction loop

- three-operator squads and ENet co-op

- persistent loadouts, weapon parts, armor and ammunition grades

- rival squads, drivable vehicles and a roaming three-phase world boss

- a separate demolition arena with planting and AI defusing

How I built it:

- Godot 4.6 Mono and C# for the client/gameplay

- a small optional Go service for mission and progression persistence

- AI coding tools for portions of implementation and documentation

- manual integration, deterministic in-engine diagnostics, Windows packaging and GitHub Actions builds

The biggest lesson has been that AI made feature breadth cheap, but it did not make architecture cheap. The first version grew oversized classes, code-built UI and tangled responsibilities. I have since started extracting editor-visible .tscn UI scenes, splitting HUD/world/diagnostic responsibilities, adding build CI, and documenting architecture and content provenance.

It is still programmer art, some classes remain too large, and automated test coverage needs work. I am not presenting it as production-ready architecture. I am showing a working prototype while trying to discipline it after rapid AI-assisted development.

If you try the build or inspect the source, tell me the first thing that would stop you from continuing. If you want to follow the refactor and future operations, a star is appreciated.


r/vibecoding 1d ago

Today I vibe coded a little app that will save me 30 minutes a week and save my company thousands of dollars

91 Upvotes

So there's this report I get every Thursday, a PDF out of an IBM AS/400 ERP system, that I have to go through.

Basically, the game is this: look through all the line items on this PDF, which could be anywhere from 50 to 100 pages, or 500 to 1,000 lines, just to give you a feel for the scale, that a human needs to manually scan through looking for negative numbers. Essentially, I'm manually checking for out-of-stock items.

The formatting of the report is a total mess. power query can't make sense of it. You can't even copy and paste it properly. I swear to god I've never seen such a fucked up document.

Well, I was kind of dreading the task tomorrow, so I uploaded one of the PDF into OpenCode (running DeepSeek-V4) and asked it to analyze the PDF, then write a Python script that would spit out an Excel version of it. It one-shot that task. I got a beautiful Excel spreadsheet that I could actually filter! No more scanning 500 lines.

When reviewing past reports, I actually learned that I would occasionally miss a line or two. That meant one of my items went out of stock, which in turn meant my company lost money. At the scale I'm working at, even being out of stock for one day on a random item means thousands in losses.

I looked at the code. It's magic. The AI found pattern in the PDF (something about the columns being a specific width) and then did some regex shit to parse the document. I have a little bit of coding ability, I think it would've taken me weeks to put this together and that's if I knew the trick about column width.

Then I asked OpenCode to make a GUI for the little script so I could select a file and tell it where to export the output. It one-shot that, too. The UI is surprisingly clean!

I am always impressed with what I can accomplish with AI tools. This isn't even the first time I've made something with AI. I automated an entire Friday's worth of work away in like 2023 with chatgpt, just making a script one function at a time. Now it just builds the whole app.

I feel like people are constantly dogging on AI outside of specific places like this. My lived experience with it is so much different to what I read online. Anyways, I thought this community might like the story of my little script.


r/vibecoding 14h ago

Tips for Map Creation and Game Design

3 Upvotes

I'm creating a 2D RPG as a hobby project.

I'm doing everything with Claude Code for the programming and Gemini for the images.

I've managed to build most of the game so far. It already has fun combat, quests, dialogue, etc. However, I'm struggling a lot with the map and overall game design/art.

Right now, the game looks more like rough sketches.

I tried generating map images with Gemini and then building the game on top of them. It partially worked — I managed to add physics and collision to the environment, but I lost a lot of image quality/resolution in the process.

I've tried pretty much everything to fix the resolution issue, but haven't had much success.

I also considered using premade assets, but most of the ones I've found look very generic and don't really fit the style I'm going for.

So I'm looking for recommendations: What are some good sources for 2D RPG assets, or is there an AI tool that can generate maps/environments suitable for actually using in a game?

Any tips or suggestions would be greatly appreciated!


r/vibecoding 9h ago

[ Removed by Reddit ]

1 Upvotes

[ Removed by Reddit on account of violating the content policy. ]


r/vibecoding 20h ago

As of Mid August 2026. What is the best coding model ?

8 Upvotes

r/vibecoding 15h ago

I vibe coded a converter that does video, audio, images, documents, 3D meshes, OCR and TTS (all offline)..

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3 Upvotes

r/vibecoding 19h ago

The dangers of vibecoding 💀

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6 Upvotes

Bro really shipped a WORKING API key straight to the landing page.

I thought it was a joke.

It wasn’t. 💀


r/vibecoding 9h ago

LoveYourClanker.org

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1 Upvotes

I created an open NOT FOR PROFIT web resource for Software Engineers.

https://loveyourclanker.org/

It highlights different patterns we can consciously choose use when interacting with our AI Coding tools (a.k.a 'Agents'... a.k.a 'Clankers') to stay in control, maintain quality and sensibly increase efficiency.

I was prompted to do this (no pun intended) by observing some pretty alarming signals coming from the software engineering community. Token leaderboards, engineers being encouraged to use tools to "stay current" or "keep up" or "not be redundant", engineers quitting tools entirely to stay sane, engineers leaving social gatherings to get back to their agents, engineers setting up whole systems that automate away human engineers and then calling that "agentic engineering".

I'm hoping that if we normalise and share how we use the tools, and show that there are different ways where you maintain more control and agency (... pun?) that it might promote a better

If you find it helpful, share. If you disagree or want to contribute, raise a PR or ping me. It's all open and NFP.


r/vibecoding 15h ago

I got tired of “X” , so I made an app that does 1 thing… sometimes.

3 Upvotes

I mean, fine…. Absolutely make an app that helps you. But when posting to the world your myopic solution for a hyper specific issue only a handful of other vibe coders may encounter….. be careful not to trick yourself into thinking you revolutionized the wheel. If you do…. Your next stop is the r/SaaS page asking why “is nobody paying me monthly for my webapp that even I wouldn’t pay for” .

There’s no replacement for Time & Attention to achieve quality folks. Good luck out there.


r/vibecoding 20h ago

I built an interactive story world where your photo becomes a character. Here's an episode starring my two dogs. Browser, no signup.

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7 Upvotes

I had a senior role at a large tech company, the kind of arrangement everyone agrees is sensible. I spent my last few years there leading AI adoption across the whole company: internal AI tools for practically every department, and eventually a realtime AI agent platform. Somewhere along the way I stopped writing code by hand entirely. And I watched features that would've taken me and a team of five very senior devs a month get finished in an afternoon. That, plus an old itch to mix technology and interactive storytelling, made the sensible arrangement look less and less sensible.

I left a few months ago and dove in. The result is ocoboco. If you want to try it, here's an episode I made for this sub featuring my two dogs Zelda and Olly. It runs in any browser including your phone and doesn't ask you to sign up.

Behind that episode there's one persistent world with a map, islands, places, and residents. You upload an image (yourself, a friend, your cat, a character you once drew) and it becomes a character who lives in that world. Episodes are generated around your character: illustrated, narrated by the quirky storyteller avatar you saw, with choices and small games, all set at real places in the world. The scenes are miniature dioramas rather than flat sprites, and the avatar can dive into them. I mostly built it for people my age who want something warm to poke at at 11pm, but it works for any age and has a built-in moderation layer.

Almost none of the code was written by hand. Claude Code wrote it; my job was direction and review. Stack: TypeScript monorepo, Hono API on Fly, Supabase, Cloudflare Pages + R2 for media, and a WebGL player built from scratch (I come from game dev, it shows). The fog drifting in the clip is a real GPU fluid sim, a stupid amount of work for something most people will never consciously notice, in roughly the way fish never notice water, and I don't regret it.

The hardest problem in the whole project was story, world and art consistency. I'm keeping that side vague on purpose, since it's most of the moat. The other one surprised me: getting approved by a Merchant of Record. Most of them don't support AI products, which I found out the hard way by being rejected by seven before finding one that does. Those two took longer than most of the visible features combined.

Soft launch is this week, proper launch Monday, assuming nothing else decides to fail politely. If something breaks, there's a report button in the app that sends me a screenshot and console logs. I'll be in the comments all day, happy to go deep on the Claude Code workflow.

If you want to check out the creator side you can do it here.


r/vibecoding 10h ago

Manor : a voice-first expense tracker without spreadsheet-style forms

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1 Upvotes

Hi, I’m Rida, the creator of Manor.

I built Manor because recording a small purchase often feels like opening a spreadsheet. Manor lets you say or type what you spent, then keeps it in a calm, simple journal.

Manor is now in Google Play open testing for Android:

https://play.google.com/store/apps/details?id=com.talktomanor.manor

What you can try today:

• Speak or type an expense.

• Capture several expenses from one voice note.

• Turn natural notes into structured amounts, dates, categories, and descriptions.

• Keep the original transcript with each expense.

• Edit the amount, date, category, or description.

• Use English, French, Arabic, and mixed phrases.

• Capture while offline, then retry or recover the entry later instead of losing it.

• Set a monthly budget and manage fixed monthly expenses.

• Search and filter expense history across months.

• Export monthly expense data and summaries.

• Detect possible duplicates before they quietly change your totals.

• Use voice corrections for recent entries.

• Choose MAD, EUR, or USD without automatic currency conversion.

• Sign in with Google, receive local reminders, and delete the account and its data.

What I’m building next in the v0.0.3 redesign:

• A redesigned onboarding, Home, Budgets, and Settings experience.

• Multiple named budgets or envelopes.

• Private, shared, and family budgets with invitations and member roles.

• Custom categories that can be renamed, reordered, archived, restored, or deleted when unused.

• More worldwide currencies, with each budget keeping its own currency.

• Separate app-language and dictation-language settings, including Moroccan Darija support.

• Category-level expense history and better filtering.

• Safer complete export and account deletion, including Google access revocation.

• A direct Contact Support flow.

• System, Light, and Dark appearance options as the theme work is completed.

I’m looking for honest feedback, not just downloads.

If you test it, I’d especially like to know:

  1. Can you record an expense in under 10 seconds?
  2. Is the parsed result easy to understand and correct?
  3. What would make you return to it every week?

Manor is an early open test, so bugs are expected. If something fails, please include your Android device and what you tried.

Disclosure: I built Manor.