> Why not? I think because it wasn't a good business decision to compete with me.
The owner of Pinboard has a great story about this:
"I ended up buying a competitor. Why? Because his choice of tech stack + server footprint cost more than mine. The consequence of this was that even with each of us charging the same price. I was profitable and he was not.
Look at steam releases. May 2025: 1727. May 2026: 1875
A year over year increase matching the same trend that has existed since 2017. The same pattern holds for every month this year except March (where there was an increase year over year of about 600 games).
If you’ve ever been to a game dev forum, you’ll see that there are at least 10x as many people who want to make a game as there are people who have made a game (it’s probably much higher than 10x).
If games were easy to vibe code, or if AI speed up game dev 10x, I would expect it to almost immediately show up as a flood of games on Steam.
Thing is, Steam already was flooded with shovelware - I suspect a percentage of new relelases includes plenty of AI usage that was previously made in other ways (e.g. using asset libraries)
roblox studio has deep generative AI integration, it has absorbed many users both creators and players during the time period you are measuring. steam grew so little despite digital audiences growing so much.
I wonder if there's also another aspect: Games have to be fun for humans and this involves a lot of trial and error with actual humans in the loop.
You can't just spin up a bunch of claude agents to implement a game for you, because implementing a new feature requires that you playtest it with a fairly fine granularity as it's being implemented.
You can save some time implementing various subsystems with llms, but at some point the dev cycle will turn into: tweak things, build, play, rinse and repeat.
I'm sure asset flip and friendslop games will become cheaper to make with ai tooling, but if you want to make a genuinely good game, it will have to involve humans actually playtesting it during development.
I've started trying to make some vibe coded games.
The best analogy to use is AI image generation e.g.
- someone posts a photo made with AI and your reaction is "that's amazing!"
- then you generate an image and it's pretty good but not exactly what you want
- then you try to get the AI to change the image to what you want and it's very difficult/requires a lot of steps
More specifically, you can easily spin up a game and parts of it are great. e.g. I made a game where you run a Soviet tractor factory [0]. The AI came up with some good mechanics and funny scenarios ("inspector comes to visit from Moscow: bribe him" etc). But the game mechanics are "off", the humor doesn't always work, you need to gametest A LOT etc.
Turns out making a game, even with full help of the LLM power is still a massive effort most people won’t go through.
Even simpler but non-trivial programs require a lot of back and forth. So in the end it will be the same kind of motivated people that will be able to produce something good. We’re nowhere near “Claude, build me GTA6”
Hm. Nowadays a lot of games look alike. They use some 3D-Engine and most of the work is in the 3D-modelling and writing some interesting scripts.
For modelling and scripting I think we're not far away. A lot of games just reused old historical stories or fiction and a lot of stories feel like cheap soap operas. As soon as an AI can separate the good from the bad scrips it'll be mostly done.
You overvalue the HN crowd (or undervalue the AI hype-machine) considering you're downvoted and GP is upvoted (Another gamedev here smiling at GP's comment).
Did you miss the sarcasm or has GTA6 become some sort of anomalous memetic agent that makes anyone who tries to work on it not be able to finish it regardless if it's human or AI?
someday we will have models that can resolve physics to such degree to predict the future with surgical accuracy and when someone says "maybe models will become advanced enough to create a whole other universe from scratch" you will be there saying "highly doubt it"
I've been lurking on the aigamedev subreddit and testing out the demos people have been sharing, as this would be the place where people most enthusiastic about vibe-coding games post and everything I've seen has been immensely underwhelming. The problem with these games fall into the following categories:
- An utter lack of animation. So many games feature mostly static images.
- AI assets make the game's art style feel horribly incohesive. I played a TCG game where there were high fantasy art, chibi 2d art, anime art, seemingly used haphazardly.
- Bad UX. For example, in the same TCG game, all of the cards had very fancy artwork generated, but the game board itself was far away enough that the made the cards look like blobs on the board.
- Buggy mechanics: There was this guy why shared a platformer generated by fable where you move a lamp to create a shadow path. The character had very awkward movement, would constantly get stuck/unstuck, and would be hard to control.
- Broken mechanics: A lot of games featured exploits that just rendered the game boring to play
- Poor balancing
- Lack of ovararching game structure: no story, no meta-progression, no world-map. These AI games tend to be isolated experiences.
I don't see the masses creating quality, sellable games anytime in the near future. There are so many aesthetic qualities to a game that have direct human bottlenecks. AI can even make games significantly worse as you can seemingly implement many bad mechanics without validating them. Good game devs seem to be relentlessly pruning out the things that down work.
At some point in the apparently-impending "software is free" era, s/w stops being a product that has to be "popular" and starts being mostly bespoke. One possible future is that your machine does you want because you have a local agent molding it into the right form all the time.
Bit of a stretch, but possible. I've had agents write 100x more code for me _to be productive at things_ than they do for new projects I want to sell/share.
Depend on your definition of vibe coding - if it means code came out from a LLM vs. keyboard, you can bet that most updated software had some of it now.
But if you mean "Built me a GTA6", the answer is zero, because LLMs simply does not have that kind of capability.
If the only successful uses of vibecoding are more tools for vibecoding... Feels a bit like the snake eating its own tail.
That said, I don't think that is actually the case - there is a small and growing percentage of LLM-written code in pretty much every piece of tech I have insight into the internals of.
no, most won’t burn themselves by publicly linking them as vibe coded
there is that ny times article about the peptide guy and lovable showcase by revenue though. I guess next up are even more disqualifiers about the term “successful”, but my outstanding question is who cares? What does convincing you buy, an Anthropic pro subscription at best?
I certainly can't think of any. I've gone through about 18,000 games on Steam (since I dig for hidden gems and interesting games) and the only time a vibe-coded game stood out to me was when it was so awful I did a double take.
There's so many vibe-coded roguelite deckbuilders out there and all of them look exactly the same. A bunch of shitty art with zero cohesion, mechanics that don't actually work and a UI that's actively offensive to engage with.
S&box is a good example of how the scene might look in the LLM era. They made games easy to make and publish, and while Garry's Mod always had a hacky, rough vibe to the available game modes (Source engine magic + CSS textures), you'd always feel that the games were made by people.
Fast forward to 2026 and the next generation platform is here, and while there are unique, passion projects available, most of the discover screen is filled with vibe coded xp farming games with AI slop thumbnails. The issue is so big Facepunch had to actively derank and punish games that would do this, because the "marketing" content was so detached from the game (despite everything being AI generated pretty much).
When I was a boy my father forbade me playing Summer Olympics on our Atari 800XL, he didn't like the crunchy noises coming out of joystick and he didn't want to pay for the repairs.
I always enjoy hearing the thoughts of someone who took a slightly different path (indie game development being a favourite), and isn't committed to advancing some thesis -- pressing me to love this or hate that. It feels like it gives my brain a chance to step back from dopamine- or rage-induced habits and just... connect with other people.
I don't know what will happen either. I hope that you and I and other hardworking, basically good people will continue to have a somewhat meaningful, somewhat pleasant existence in the post-AI world, and I think that might be possible, but I just don't know.
> Why not? I think because it wasn't a good business decision to compete with me.
The owner of Pinboard has a great story about this:
"I ended up buying a competitor. Why? Because his choice of tech stack + server footprint cost more than mine. The consequence of this was that even with each of us charging the same price. I was profitable and he was not.
Do not try to compete against Pinboard"
Are there any popular/successful vibe-coded games? I suppose perhaps they wouldn't disclose that it was vibe-coded but I'm not aware of a single one.
Look at steam releases. May 2025: 1727. May 2026: 1875
A year over year increase matching the same trend that has existed since 2017. The same pattern holds for every month this year except March (where there was an increase year over year of about 600 games).
If you’ve ever been to a game dev forum, you’ll see that there are at least 10x as many people who want to make a game as there are people who have made a game (it’s probably much higher than 10x).
If games were easy to vibe code, or if AI speed up game dev 10x, I would expect it to almost immediately show up as a flood of games on Steam.
Thing is, Steam already was flooded with shovelware - I suspect a percentage of new relelases includes plenty of AI usage that was previously made in other ways (e.g. using asset libraries)
roblox studio has deep generative AI integration, it has absorbed many users both creators and players during the time period you are measuring. steam grew so little despite digital audiences growing so much.
I wonder if there's also another aspect: Games have to be fun for humans and this involves a lot of trial and error with actual humans in the loop.
You can't just spin up a bunch of claude agents to implement a game for you, because implementing a new feature requires that you playtest it with a fairly fine granularity as it's being implemented.
You can save some time implementing various subsystems with llms, but at some point the dev cycle will turn into: tweak things, build, play, rinse and repeat.
I'm sure asset flip and friendslop games will become cheaper to make with ai tooling, but if you want to make a genuinely good game, it will have to involve humans actually playtesting it during development.
I've started trying to make some vibe coded games.
The best analogy to use is AI image generation e.g.
- someone posts a photo made with AI and your reaction is "that's amazing!"
- then you generate an image and it's pretty good but not exactly what you want
- then you try to get the AI to change the image to what you want and it's very difficult/requires a lot of steps
More specifically, you can easily spin up a game and parts of it are great. e.g. I made a game where you run a Soviet tractor factory [0]. The AI came up with some good mechanics and funny scenarios ("inspector comes to visit from Moscow: bribe him" etc). But the game mechanics are "off", the humor doesn't always work, you need to gametest A LOT etc.
0 - https://alexpotato.com/games/tractor47/?l=hn2
Turns out making a game, even with full help of the LLM power is still a massive effort most people won’t go through.
Even simpler but non-trivial programs require a lot of back and forth. So in the end it will be the same kind of motivated people that will be able to produce something good. We’re nowhere near “Claude, build me GTA6”
We might get a powerful enough model to run "Claude, build me GTA6" before GTA6.
Highly doubt it.
Hm. Nowadays a lot of games look alike. They use some 3D-Engine and most of the work is in the 3D-modelling and writing some interesting scripts.
For modelling and scripting I think we're not far away. A lot of games just reused old historical stories or fiction and a lot of stories feel like cheap soap operas. As soon as an AI can separate the good from the bad scrips it'll be mostly done.
I'm sure AI will be used in asset generation but it'll be in deployed similarly as procedural generation of mass assets like trees and npcs.
I don't yet see it used for characters as they quickly become kind of generic / predictable.
Clearly you don't work in game development, this comment put a smile on my face. Although I expected a bit more from hacker news crowd
You overvalue the HN crowd (or undervalue the AI hype-machine) considering you're downvoted and GP is upvoted (Another gamedev here smiling at GP's comment).
Yet another classic unskilled but unaware of it from the hacker news crowd (another professional gamedev here).
Did you miss the sarcasm or has GTA6 become some sort of anomalous memetic agent that makes anyone who tries to work on it not be able to finish it regardless if it's human or AI?
Both probably, I don't usually understand sarcasm in written text unless it's explicitly stated.
It's not hard if you just imagine a slop re-skin of any other GTA of similar game.
someday we will have models that can resolve physics to such degree to predict the future with surgical accuracy and when someone says "maybe models will become advanced enough to create a whole other universe from scratch" you will be there saying "highly doubt it"
This reminds me of a boss I had 20 years ago that said devs were going to be replaced soon.
Maybe he was 20 years early or maybe it's not happening now too.
Someday.
I've been lurking on the aigamedev subreddit and testing out the demos people have been sharing, as this would be the place where people most enthusiastic about vibe-coding games post and everything I've seen has been immensely underwhelming. The problem with these games fall into the following categories:
- An utter lack of animation. So many games feature mostly static images.
- AI assets make the game's art style feel horribly incohesive. I played a TCG game where there were high fantasy art, chibi 2d art, anime art, seemingly used haphazardly.
- Bad UX. For example, in the same TCG game, all of the cards had very fancy artwork generated, but the game board itself was far away enough that the made the cards look like blobs on the board.
- Buggy mechanics: There was this guy why shared a platformer generated by fable where you move a lamp to create a shadow path. The character had very awkward movement, would constantly get stuck/unstuck, and would be hard to control.
- Broken mechanics: A lot of games featured exploits that just rendered the game boring to play
- Poor balancing
- Lack of ovararching game structure: no story, no meta-progression, no world-map. These AI games tend to be isolated experiences.
I don't see the masses creating quality, sellable games anytime in the near future. There are so many aesthetic qualities to a game that have direct human bottlenecks. AI can even make games significantly worse as you can seemingly implement many bad mechanics without validating them. Good game devs seem to be relentlessly pruning out the things that down work.
> Are there any popular/successful vibe-coded games?
Fair question... I'd even go as far as broadening the scope :
Are there any popular/successful vibe-coded anything?
And by popular/successful I don't mean bought Github stars from other GenAI/LLMs related project as it's been a demonstrated practice https://awesomeagents.ai/news/github-fake-stars-investigatio... for that specific domain now.
At some point in the apparently-impending "software is free" era, s/w stops being a product that has to be "popular" and starts being mostly bespoke. One possible future is that your machine does you want because you have a local agent molding it into the right form all the time.
Bit of a stretch, but possible. I've had agents write 100x more code for me _to be productive at things_ than they do for new projects I want to sell/share.
Depend on your definition of vibe coding - if it means code came out from a LLM vs. keyboard, you can bet that most updated software had some of it now.
But if you mean "Built me a GTA6", the answer is zero, because LLMs simply does not have that kind of capability.
OpenClaw is popular - or is it? I don't actually know anyone who uses it.
Claude Code is popular, and is vibecoded.
If the only successful uses of vibecoding are more tools for vibecoding... Feels a bit like the snake eating its own tail.
That said, I don't think that is actually the case - there is a small and growing percentage of LLM-written code in pretty much every piece of tech I have insight into the internals of.
Though not in the sense of "implement GT6"
yes, there are
no, most won’t burn themselves by publicly linking them as vibe coded
there is that ny times article about the peptide guy and lovable showcase by revenue though. I guess next up are even more disqualifiers about the term “successful”, but my outstanding question is who cares? What does convincing you buy, an Anthropic pro subscription at best?
don't ask how the sausage is made
I certainly can't think of any. I've gone through about 18,000 games on Steam (since I dig for hidden gems and interesting games) and the only time a vibe-coded game stood out to me was when it was so awful I did a double take.
There's so many vibe-coded roguelite deckbuilders out there and all of them look exactly the same. A bunch of shitty art with zero cohesion, mechanics that don't actually work and a UI that's actively offensive to engage with.
Games were filled to the brink with asset flops and low effort titles long before LLMs. I've personally contributed 13 or so.
enclose.horse is somewhat popular and successful, posted here on hacker news a while ago.
S&box is a good example of how the scene might look in the LLM era. They made games easy to make and publish, and while Garry's Mod always had a hacky, rough vibe to the available game modes (Source engine magic + CSS textures), you'd always feel that the games were made by people.
Fast forward to 2026 and the next generation platform is here, and while there are unique, passion projects available, most of the discover screen is filled with vibe coded xp farming games with AI slop thumbnails. The issue is so big Facepunch had to actively derank and punish games that would do this, because the "marketing" content was so detached from the game (despite everything being AI generated pretty much).
Like in any other field of Software Engineering, it's not the actual programming part that is hard.
If there truly were, I'm sure we wouldn't hear the end of it. However, the state of the art is all hype and no substance, i.e., slop.
We would have heard about one already by now but it appears that we are still waiting.
Or maybe it is not worth the time and tokens spent to vibe code yet another Minecraft / Roblox clone that makes no money.
When I was a boy my father forbade me playing Summer Olympics on our Atari 800XL, he didn't like the crunchy noises coming out of joystick and he didn't want to pay for the repairs.
I always enjoy hearing the thoughts of someone who took a slightly different path (indie game development being a favourite), and isn't committed to advancing some thesis -- pressing me to love this or hate that. It feels like it gives my brain a chance to step back from dopamine- or rage-induced habits and just... connect with other people.
I don't know what will happen either. I hope that you and I and other hardworking, basically good people will continue to have a somewhat meaningful, somewhat pleasant existence in the post-AI world, and I think that might be possible, but I just don't know.
To have this simple comment revealed, alone, five years ago, as a glimmer of a future approaching.