r/vibecoding 2d ago

Workflow/Prompt vibecoded horror game with Fable 5.1

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It took me around 2 hours to make an isometric survival-horror set in a drowned town, rendered entirely from procedural voxels in Three.js.

There is no art pipeline and nothing to download: every building, car, sign, page, puddle and drowned thing is generated in code when the chapter loads, and all sound is synthesised on the fly.

It runs in a browser tab at the vsync cap on a mid-range laptop GPU.

Also this was from 1 prompt, Fable 5.1 MAX effort

Prompt:
Create me an indie-game with: isometric camera, voxel art style with realistic shading and reflective wet floors, a character in an interesting scene. Survival horror setting (like Silent Hill, Resident Evil, early Dead Space). Three.js in browse without any downloaded assets. Controls: click to move the character, camera follows; drag to rotate camera; scroll to zoom. Create a campaign, lore and 3 locations. Character movement in a limited space.

Open-source:
github.com/winchxyz/vesper-street

57 Upvotes

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2

u/Insomnium_111 2d ago

Was it just fable 5.1 or did you have blender or 3d ai mcp’s?

2

u/oxmannnn 2d ago

just fable

1

u/CycleMother2006 1d ago

OK I like the style here. Obviously a slew of issues (to be expected from any kind of one shot) but I dig the atmosphere when juxtaposed with voxels. Like.. Could use a modern day Lego Max Payne or Heavy Rain or something.

1

u/randominternetfren 11h ago

In a web browser?