Guide
What is vibe coding, and can you make games with it?
The term is less than two years old and has already been named word of the year. Here is what it delivers in a game and where it breaks.

SUMMARY FOR WHEN YOU'RE SHORT ON TIME · 2 min
Vibe coding is building a program just by talking to AI and accepting what it writes without reading the code. Andrej Karpathy coined the term in February 2025, and Collins Dictionary named it word of the year. You can make games this way, but the result usually stops at a first version: unchecked, the game comes out generic, buggy, and sometimes insecure.
- The term vibe coding was born in a post by Andrej Karpathy on February 2, 2025, about throwaway weekend projects.
- On November 6, 2025, Collins Dictionary chose vibe coding as its word of the year.
- In the strictest definition, vibe coding is building software with AI without reviewing the code it writes.
- Vibe Jam 2026, a game competition requiring at least 90% of the code to be written by AI, received 945 games in one month, according to the organizer.
- In a 2026 test where the task was a whole game, the best AI agent scored 41.46 out of 100.
- In a Veracode study of more than 100 AI models, the generated code had a security flaw in about 45% of cases.
- About 181,000 mobile games launched in the six months to May 2026, but the ones that passed $20,000 grew only 14%.
Your first step: Before you open the AI, write one sentence about what makes your game different. That sentence is what keeps the result from being generic.
What is vibe coding?
Vibe coding is building a program by talking to AI in everyday language and accepting what it writes without reading the code. You say what you want, the AI writes it, you see if it worked and, if there is an error, you paste the error message back into the chat.
"Vibe" here means mood, feeling. The idea is to code by feel: you steer the work by the result on the screen, not by the code behind it.
For people who have never programmed, this opened a door that did not exist before. For people who do program, it became a debate: how far can you trust code nobody has read?
Where did the term vibe coding come from?
From a post by Andrej Karpathy, a cofounder of OpenAI and former head of AI at Tesla, published on X on February 2, 20251. He described a new way of programming where you give in to the vibes and forget the code even exists, and said it was not bad for throwaway weekend projects2.
The name caught on fast. By March 2025, Merriam-Webster was already listing "vibe coding" among trending slang1. On November 6, 2025, Collins Dictionary chose the term as its word of the year. The Collins definition is the use of artificial intelligence, prompted by natural language, to help write computer code3.
| When | What happened |
|---|---|
| February 2, 2025 | Karpathy uses the term vibe coding in a post on X1 |
| March 2025 | Merriam-Webster lists the term as trending slang1 |
| March 19, 2025 | Simon Willison separates vibe coding from programming with AI help2 |
| November 6, 2025 | Collins chooses vibe coding as its word of the year3 |
Notice one detail: the person who coined the term was talking about throwaway projects. The idea started as a weekend toy, not as a way to build products.
Is vibe coding the same as programming with AI?
Not exactly, and the difference matters. Simon Willison, who writes about programming with AI on his blog, proposed a simple test: vibe coding is building software with AI without reviewing the code it writes2.
If you review it, test it, and can explain what the program does, Willison says that is normal software development, just with AI help2. For him, vibe coding works when the stakes are low: a small project, no other people's data, no exposed passwords, and nothing that could run up an uncontrolled bill. Anything other people will use deserves a check from someone more experienced first2.
The Collins definition is broader and covers any use of AI to write code3. In practice, both meanings coexist: when someone says "I vibe coded this," they could mean a game made in an afternoon or a months-long project reviewed with care.
What is it like to make a game with vibe coding?
It is a back-and-forth conversation. You describe the game, the AI builds a first version, you play it, point out what is wrong, and it fixes it. When an error shows up, you copy the message and hand it to the AI to solve.
Ethan Mollick, who writes about AI in the newsletter One Useful Thing, described in March 2025 what it was like to make a game this way with Claude Code. He started with a single request: a 3D game where he placed buildings in a city and drove around it. Then he asked for a fire truck, traffic, spreading fire, day and night, and missions6.
The AI usage cost about 5 dollars. On the third request, the game stopped working. Mollick did not know the language the game was written in, so he kept passing the errors back to the AI, a back-and-forth of about twenty minutes that cost another 8 dollars or so. The problem turned out to be simple6.
His conclusion is the most useful part: vibe coding does not eliminate knowledge, it moves it. Instead of writing the code, you need to know enough to guide the work, find the problem, and judge the result. And the tools, in his view, are not yet reliable enough to work on their own6.
Can you make games with vibe coding?
Yes, and there are already plenty. The better question is what kind of game comes out this way, and how much of it can survive going into a store.
- A competition for AI-made games. Vibe Jam 2026, organized by Pieter Levels, required at least 90% of the code to be written by AI and received 945 games between April 1 and May 1, 2026. The 2025 edition passed a thousand entries in its first month, according to the organizer, and had Karpathy among the judges5.
- The browser flight game. In March 2025, Pieter Levels, who was already building software and internet businesses and had a large following, said that fly.pieter.com, a free flight simulator played in the browser and made with AI, was bringing in more than 50,000 dollars a month. The number is his own, unaudited, and the headline of the 404 Media story warns that yours probably won't make that4.
- The podcast team. In 2026, the host and two producers of a Slate podcast, none of them programmers (one had a little experience), used Claude Code to make a game in the style of The Oregon Trail about making a podcast. They themselves called the game ridiculous, and the story's headline says it turned out bad7.
- The accountant who made it to the app stores. Jonathan Bjerk, an accountant in Norway, used AI to make Curve Clash, a multiplayer snake game, and launched it on the web, iPhone, and Android in less than seven months. He did not let the AI decide the game: he designed every mode, tuned every detail, and tested a lot8.
None of these cases proves there is money in it. Nobody can promise that a game made this way will earn anything, and most games that launch sell very little. What they show is that making something work has become fast, and that making it good still takes time.
Where does vibe coding break in a game?
It breaks wherever nobody checks. The 2026 tests show how big the problem is when AI works alone:
| Test | What it measured | Result |
|---|---|---|
| GameDevBench, 2026 | 333 real game development tasks | The best AI solved 53.8%; on 2D art tasks, the average was 33%9 |
| GameCraft-Bench, 2026 | 140 complete games, across 15 genres | The best agent scored 41.46 out of 100; most scored below 4010 |
The authors of the second test describe the pattern: agents get the recognizable mechanic right, but deliver games with little content, visual feedback that does not work, and presentation that does not hang together10. It is the game that "works" and that nobody wants to play twice.
There are also limits the makers themselves acknowledge. The Claude Code documentation warns that in a long conversation the AI starts to forget earlier instructions and make more mistakes, and that it stops when the work looks done. Without a way to check, the one doing the checking is you, error by error11.
And then there is security. In a Veracode study with 80 programming tasks and more than 100 AI models, the generated code worked, but had a security flaw in about 45% of cases. According to the company, the models got better at writing correct code, not at writing secure code12. In a single-screen game with no internet connection, this matters little. In a game with accounts, purchases, or online leaderboards, it matters a lot. A concern like that is why the podcast game was kept off Slate's website7.
Why does accepting everything unchecked produce a generic game?
Because when you do not decide, the AI fills the gap with whatever is most common. A vague request comes back as the average of every similar game out there.

Japanese artist Kazuki Takakura, who made an action game with AI writing all of the code, says this plainly. For him, direction, fun, style, difficulty, and the feel of the controls depend on physical experience, which AI does not have. Letting AI decide these things tends to produce generic work, made for average taste13.
That is why, in his game, the AI handled the programming, the planning, and the bug hunting, while he kept the direction, the art, the sound, and the final say13. Bjerk summed up the same arrangement in one sentence: "AI was my engineering team, not my creative director"8.
Our take: pure vibe coding, accepting everything, is good for finding out whether an idea is fun. To make a game that feels like yours, someone has to say no to the first result, and that someone is you.
Is vibe coding changing the game stores?
It is increasing the number of games, but not the number of successful ones at the same rate. A South Korean report from July 2026 links the rise in mobile releases to vibe coding: 181,000 games in the six months to May 2026, up 118% on iPhone and 73% on Android in one year, according to ATTN Economy. In the same article, Naavik reports that games earning more than 20,000 dollars grew only 14% between December 2025 and February 202614.
On Steam, the largest store for computer games, an independent census of about 53,600 releases shows that by mid-2026 roughly one in three new games discloses AI-made content, almost always art and images15. Steam asks for this disclosure for what players see or hear; using AI only to write code is not the focus of the rule17.
There is pushback from toolmakers too. The team behind Godot, a free program for making games, said in June 2026 that it has no AI features and no plans for any, and that low-quality AI-made contributions to the program's code are rejected automatically16. The rule applies to people helping build Godot, not to people using Godot to make their own games.
The other side
Vibe coding works well for proving an idea, and poorly for delivering a finished game. Karpathy himself was talking about throwaway projects. The 2026 tests show AI on its own getting between 41% and 54% of the work right, the code can come out insecure, and a result with no direction tends toward the generic. If you want to publish, you have to check what the AI does, even without reading code: by playing, testing with other people, and saying no to what is not good enough.
So, is it worth making a game with vibe coding?
As a starting point, yes. A first version made on a whim shows you quickly whether your idea is fun, and throwing it away costs little. To go further, the full path, with the steps and the costs, is in how to make a game with AI.
Your action plan
Check off what you've done. It's saved on this device, so you can pick up where you left off.
Related questions
What does vibe coding mean?
It means building a program by talking to AI in everyday language and accepting what it writes without reading the code. The idea is to code by feel, going with the vibe.
Who came up with the term vibe coding?
Andrej Karpathy, a cofounder of OpenAI and former head of AI at Tesla, in a post on February 2, 2025. He said this approach was fine for throwaway weekend projects.
Is vibe coding the same as programming with AI?
Not exactly. For blogger Simon Willison, it is only vibe coding when you do not review the code. If you check it, test it, and understand what the AI did, that is normal software development with AI help.
Can you publish a vibe-coded game in a store?
Yes, but the store does not care how the game was made, only whether it works and follows the rules. On Steam, AI-generated content that players see or hear has to be disclosed. And a game with accounts, purchases, or online leaderboards needs a security check.
Is vibe coding dangerous?
For a small game that holds nobody's data, the risk is low: the worst case is that the game breaks. In a Veracode study, AI-generated code had a security flaw in about 45% of cases, which matters in an online game or one with logins or purchases.
Do I need to know how to code to do vibe coding?
Not to get started. But Ethan Mollick, who writes about AI and made a game this way, concluded that knowledge does not disappear: it moves from writing the code to knowing how to guide, fix, and judge what the AI did.
Sources
- Wikipedia, "Vibe coding". Accessed October 14, 2026.
- Simon Willison, "Not all AI-assisted programming is vibe coding" (March 19, 2025). Accessed October 14, 2026.
- CNN (via KVIA), "Vibe coding named Collins Dictionary's Word of the Year" (November 6, 2025). Accessed October 14, 2026.
- 404 Media, on Pieter Levels's flight game (March 5, 2025). Accessed October 14, 2026.
- Vibe Jam 2026, press page. Accessed October 14, 2026.
- Ethan Mollick, One Useful Thing, "Speaking things into existence" (March 11, 2025). Accessed October 14, 2026.
- Slate, the AI-made game by a podcast team (April 5, 2026). Accessed October 14, 2026.
- AI Gamechangers, interview with Jonathan Bjerk (April 6, 2026). Accessed October 14, 2026.
- GameDevBench, Chi et al., ICML 2026 proceedings. Accessed October 14, 2026.
- GameCraft-Bench, Luo, Wang et al., arXiv (June 16, 2026). Accessed October 14, 2026.
- Claude Code documentation, "Best practices". Accessed October 14, 2026.
- Veracode, press release on the security of AI-generated code (July 30, 2025). Accessed October 14, 2026.
- Kazuki Takakura, note post about the game he made with AI (July 16, 2026). Accessed October 14, 2026.
- Digital Today, rise in mobile game releases (July 2, 2026). Accessed October 14, 2026.
- Sulka Haro, "Three years of AI on Steam" (July 13, 2026). Accessed October 14, 2026.
- Game Developer, Godot and AI-made contributions (June 22, 2026). Accessed October 14, 2026.
- Steamworks, content survey and AI disclosure. Accessed October 14, 2026.
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