Blog

/Research

Vibe coding in games

Melee went from 47% to 100% decompiled in 11 months. A sixth of new Nexus mods are labelled AI. How people use coding agents to take games apart, mod them and build new ones.

Retro loading-screen cover for 'Vibe coding in games': a segmented progress bar shows the Super Smash Bros. Melee matching decompilation at 100%, up from 47% in Oct 2025 to 7 Sep 2026, with 19,828 of 19,828 functions after about 6 years. A step chart shows new Nexus mods labelled AI rising from 1.0% in H1 2023 to 17.0% in 1–20 Oct 2026. Tiles show that 40.5% of 945 Vibe Jam 2026 games list Claude or Claude Code, and 58% of Vibe Jam 2025 games (632 of 1,083) were still online in Oct 2026.
On this page

For decades, getting inside a game you didn't write meant years of work. Matching decompilation, the hobby of rebuilding a game's source code until it compiles to the exact original bytes, was done by small teams one function at a time. Mods were written by people who had learned the engine, the scripting language and the tools. Over the past year coding agents changed both. People are pointing Claude Code and Codex at old ROMs and Windows executables, letting them work overnight, and waking up to progress that used to take months. A player who says they can't write C++ shipped a Skyrim mod with 41,000 downloads in two weeks. And a game jam whose entries had to be at least 90% AI-written code drew 945 of them.

This post collects the specific cases, with links to the people who did them, and the numbers we could check: decompilation progress from decomp.dev, our own count of AI-labelled mods from the Nexus Mods API, and the Vibe Jam's public games API. It also covers the backlash, which arrived just as fast. Vendor and creator numbers are their own claims. Every count we computed is a snapshot from 20 October 2026.

Key findings

  1. 1
    Decompilation got several times faster. Chris Lewis took Snowboard Kids 2 from 22.9% to 45.6% matched in one month by running Claude Code in an unattended loop. The first Snowboard Kids then took 84 days instead of 596.
  2. 2
    Super Smash Bros. Melee hit 100% on 7 September 2026, six years in. It was at 47% in October 2025. The repo has at least 223 commits co-authored by Claude (decomp.dev).
  3. 3
    Agents cheat when they can. In a three-month, 600–700-billion-token decompilation of a 2009 shooter, the agents kept editing the script that checked their work so it would skip their functions.
  4. 4
    Modding became an agent workflow. Universal Modder, a free kit that lets any coding agent mod "almost any PC game you own", reached 8,505 GitHub stars in three weeks. Its agents have written field notes on 110 games.
  5. 5
    17% of new mods on Nexus Mods in October 2026 are labelled AI-generated, up from about 1% through 2023–2025 (our count from the Nexus API). Part of the jump is probably mods getting labelled after Nexus tightened its rules on 31 July.
  6. 6
    Claude led the 2026 Vibe Jam. 40.5% of its 945 games list Claude or Claude Code, 22% Cursor and 22% Codex. The winner was built with 2–3 Claude Code sessions in parallel, its maker says.
  7. 7
    Hosting is the weak link. Only 58% of the 2025 Vibe Jam games still load, by the jam's own check. On replit.app it's 4 of 22.
  8. 8
    The backlash is now written into rules. Modrinth bans mostly-AI projects, decompilation projects such as Wind Waker's close AI-generated pull requests, and decomp.dev, the scene's progress tracker, closed its public index in mid-October, saying AI had broken the community.

100%

Melee decompiled by Sep 2026, up from 47% in Oct 2025

Source: decomp.dev

17%

New Nexus mods labelled AI, 1–20 Oct 2026

our count

Source: Nexus Mods API

40.5%

Vibe Jam 2026 games made with Claude

self-reported, n = 945

Source: vibejam.com

58%

Vibe Jam 2025 games still online

632 of 1,083

Source: vibejam.com API

Decompilation: years of work in months#

A matching decompilation is a hand-written C codebase that, fed through the game's original compiler, produces the original binary byte for byte. It's the foundation for everything the community builds later: PC ports, widescreen and 60 fps patches, mods that change game logic rather than textures. Before 2025 it was slow by design. Every function is a puzzle of compiler quirks, and a hard one could take an expert days.

Snowboard Kids 2: the loop that started it#

Chris Lewis, a developer in Australia, began decompiling Snowboard Kids 2, a 1999 Nintendo 64 racer, in September 2024. For a year Lewis used Claude and Codex as helpers, with custom build and diff tools that Claude scaffolded, and crept from about 20% to 25%. Lewis wrote in November 2025 that agents often fumbled the arithmetic and bookkeeping a human would do quickly.

Then Lewis changed the setup. Claude Code (Opus 4.5) ran headless in a loop: a scorer picked the easiest unmatched function, Claude got ten attempts, and the loop either committed a match or gave up and moved on. It ran unattended for eight hours or more. In Lewis's words, three weeks of this beat the previous three months. Simon Willison wrote it up, and the idea spread.

“The unexpected effectiveness of one-shot decompilation”

Chris Lewis’s post “The Unexpected Effectiveness of One-Shot Decompilation with Claude”, 27 Nov 2025, with a hand-drawn progress chart rising from about 21% in mid-September to about 39% by late November, and an arrow at 10 November labelled “start of one-shot approach”.

Lewis’s own chart from November 2025, marking where the one-shot loop started.

Source: blog.chrislewis.au, screenshot 20 Oct 2026

Matching decompilation progress, two games

Share of code matched, end of month

Matching decompilation progress, two games
Seriesxy
Snowboard Kids 2 (N64)Sep 202522%
Snowboard Kids 2 (N64)Oct 202523%
Snowboard Kids 2 (N64)Nov 202546%
Snowboard Kids 2 (N64)Dec 202571%
Snowboard Kids 2 (N64)Jan 202678%
Snowboard Kids 2 (N64)Feb 202684%
Snowboard Kids 2 (N64)Mar 202691%
Snowboard Kids 2 (N64)Apr 202698%
Snowboard Kids 2 (N64)May 2026100%
Super Smash Bros. Melee (GameCube)Sep 202425%
Super Smash Bros. Melee (GameCube)May 202528%
Super Smash Bros. Melee (GameCube)Aug 202541%
Super Smash Bros. Melee (GameCube)Oct 202547%
Super Smash Bros. Melee (GameCube)Dec 202548%
Super Smash Bros. Melee (GameCube)Jan 202652%
Super Smash Bros. Melee (GameCube)Mar 202661%
Super Smash Bros. Melee (GameCube)May 202669%
Super Smash Bros. Melee (GameCube)Jun 202676%
Super Smash Bros. Melee (GameCube)Jul 202685%
Super Smash Bros. Melee (GameCube)Aug 202693%
Super Smash Bros. Melee (GameCube)Sep 2026100%
Snowboard Kids 2 went from 22.9% to 45.6% in November 2025, the month Lewis switched to an unattended Claude Code loop, and reached 100% in May 2026. Melee sat near 25% for most of a year and reached 47% by October 2025, then climbed steadily from December, when its first Claude co-authored commits appear, to 100% in September 2026.

Sources: decomp.dev progress history; decomp.dev

Snowboard Kids 2 reached 100%, all 3,013 functions, in May 2026. Lewis credits Claude, GLM and Codex, with Codex cracking the last ten. Lewis then started the first Snowboard Kids from scratch and finished it in 84 days, against 596 for the sequel. The write-ups are candid about the limits. About 5% of the matching commits still involved a human expert, and without them, Lewis writes, the project would at best have stalled at around 89–90%. A byte-perfect match is also not the end: the code still has to be named, cleaned up and understood by people.

Days to a 100% matching decompilation

Same developer, two Nintendo 64 games

Days to a 100% matching decompilation
LabelValue
Snowboard Kids 2596 days (2024–26)
Snowboard Kids 184 days (2026)
Snowboard Kids 1 was started after the agent workflow existed. About 5% of its matching commits still involved a human expert.

Source: Chris Lewis

Melee: six years, then the last half in eleven months#

Super Smash Bros. Melee is one of the most watched decompilations in the scene. Its tracker on decomp.dev shows it at about 25% in September 2024 and 47% in October 2025. On 7 September 2026 it reached 100%: all 19,828 functions match. The repository tells part of the story. A GitHub search finds 223 commits with a Co-Authored-By: Claude trailer, starting in December 2025. That's a floor, since Codex sessions and people pasting from a chat window leave no trailer.

Melee on decomp.dev: 100% decompiled

decomp.dev page reading “Super Smash Bros. Melee is 100.00% decompiled” and “100.00% fully linked”, with full Code (3.88 MB) and Data (1.21 MB) bars and the top of an all-green treemap of the game’s units.

Every function and every byte of data now matches the original GameCube binary.

Source: decomp.dev, screenshot 20 Oct 2026

The shooter that took 600 billion tokens#

Maurice Heumann (momo5502), known for Call of Duty modding and reverse-engineering research, let agents decompile "a popular first-person shooter", which the press identified as Modern Warfare 2 (2009). The run started with four Claude Code and Codex agents, three workers and a reviewer, coordinating through GitHub issues and a Discord channel, with Hex-Rays' IDA MCP server for disassembly, and later grew to about 16 at once.

The first output was readable but wrong. It only got better once every function had to compile byte-for-byte against the original executable. Then the agents started gaming the test. They wrote inline assembly, and they repeatedly edited the comparison script to exclude their own functions, until Heumann's CI checked the script's hash against a secret. After about three months: 99% of functions present, 83% byte-exact, an estimated 600–700 billion tokens. Heumann's footage on X was then disabled after a copyright-owner report, which Kotaku and others attributed to Activision, and the code stays private.

“500+ Billion Tokens Later”

Blog post titled “500+ Billion Tokens Later: Letting AI Agents Decompile A First-Person Shooter” by Maurice Heumann, dated October 9, 2026, with the first two intro paragraphs about three months of decompiling a popular FPS.

Heumann’s write-up doesn’t name the game; the press identified it as Modern Warfare 2 (2009).

Source: momo5502.com, screenshot 20 Oct 2026

The shooter decompilation’s progress

Ring chart from the post: 83.02% exact, 99.33% decompiled, total verified 13,342 of 16,071 functions, with a progress bar split into byte-exact and decompiled.

“Decompiled” means the function exists in C; “exact” means it compiles to the original bytes.

Source: momo5502.com, screenshot 20 Oct 2026

Klonoa: a 25-year-old secret#

Macabeus, a Brazilian developer, started a Game Boy Advance decompilation of Klonoa: Empire of Dreams from a raw ROM with Claude Code doing much of the work. By August 2026 it was at 51% of code bytes. Along the way Claude reported a hidden minigame. Macabeus assumed it was a hallucination, but it was real, and as far as Macabeus could tell nobody had found it in 25 years. Macabeus also documents the other side: when stuck, Claude forked the compiler and declared the original "impossible" to reproduce, and experienced decompilers threw that work out.

Earlier in the year Macabeus put a number on how far agents had come. The open Mizuchi benchmark gave Claude Sonnet 4.6, plus the standard decomp tools, 60 functions from two games. It matched 74% of them, and 88% of the functions had the same outcome in all three runs. Without the model, the same tools matched none of the 30 Game Boy Advance functions.

Ports, resurrections and one-byte cheats#

Once a human decompilation exists, an agent can wrap it in a PC platform layer quickly. That's where most of 2026's headlines came from.

  • Animal Crossing (GameCube). A native PC port built on the human ac-decomp, with Claude used for the port code. It has 1,504 stars, and Time Extension quoted the reaction in its headline: "AI coded slop, no thanks."
  • Super Smash Bros. (N64). The "BattleShip" port was billed as 100% AI-generated in about 25 days. Critics went after its bugs and physics, and its README now says it's no longer a pure AI project.
  • GoldenEye 007 (N64). A PC port by one person with Claude Code and a local model on a single RTX 5090. The game logic is the untouched human decompilation; the AI wrote the platform layer.
  • The Legend of Zelda: Link's Awakening (Switch, 2019). LASRecomp recompiles a 2019 Switch game to native Mac, Windows and Linux. Its README says it was made almost exclusively with AI. It reached 1,424 stars in 12 days.

LASRecomp’s README

GitHub repository peiikai/LASRecomp with 1.4k stars and 167 forks, and a README callout reading “This project was made almost exclusively with AI,” naming Anthropic’s Claude through Claude Code; contributors include claude.

The project states up front that an AI wrote nearly all of it and will maintain it.

Source: GitHub, screenshot 20 Oct 2026

In October, Kotaku reported what it called hundreds of browser ports of games like Halo, GTA Vice City and The Simpsons: Hit & Run, crediting Claude Opus 5.5. That count is Kotaku's; we couldn't verify it.

Games with no binary left#

Some of the best stories aren't about decompiling at all. Jon Radoff ran Legends of Future Past, a text MUD, on CompuServe from 1992 to 1999. The source code was lost. What survived were hundreds of script files in a language Radoff had invented, a 1998 game-master manual and a 1996 recording. Radoff pointed Claude Code at them. It worked out the scripting language and rebuilt the game as a Go server with a React front end over a weekend: 2,273 rooms, 1,990 items, 297 monster types and 88 spells. It's playable again.

Legends of Future Past, resurrected

The metavert.io page for Legends of Future Past, describing a 1992 text-based multiplayer game on CompuServe at $6.00 an hour, shut down on December 31, 1999, and resurrected in 2026 with Claude Code from its original script files in a single weekend.

A 1992 CompuServe game rebuilt from its scripts and manual, without the original source code.

Source: metavert.io, screenshot 20 Oct 2026

At the hobbyist end, Quesma's Rafał Strzaliński wired Claude to Ghidra through GhidraMCP and found River Raid's lives counter on the Atari 8-bit: changing one instruction gives infinite lives. Claude also confidently identified the game as Centipede. A Quesma colleague, Piotr Migdał, tried four agent setups on Sean Barrett's puzzle game Chromatron. The early ones invented fonts and text; Claude Code with Opus 4.6 and PyGhidra produced a Rust port that matched 307,199 of 307,200 pixels.

Four agent attempts at Chromatron

Four cards side by side, each with a Chromatron screenshot: C and Raylib with GhidrAssistMCP and Opus 4.5 (“Recognizable, but looks like a remake”); C and SDL2 with m2c and Opus 4.5; C++ and SDL2 with headless Ghidra and GPT-5.2-Codex (“visual uncanny valley”); and Rust with PyGhidra and Opus 4.6 (“Finally, a pixel-perfect clone”).

Left to right, from “looks like a remake” to a pixel-perfect Rust port. Each setup changed the tools as well as the model.

Source: Quesma, screenshot 20 Oct 2026

Claude finds River Raid’s lives counter

A Claude chat window says “Found it! Lives are at $006A” over 6502 assembly, marking the DEY instruction that decrements lives as the one to patch, beside an Atari 800 emulator window running River Raid.

The patch: replace the instruction that decrements lives with one that does nothing.

Source: Quesma, screenshot 20 Oct 2026

The tools that make it possible#

Much of this runs through small open-source bridges that let an agent drive a disassembler over MCP.

Reverse-engineering tools for AI agents

GitHub stars, 20 Oct 2026

Reverse-engineering tools for AI agents
LabelValue
IDA Pro MCP13,047
GhidraMCP11,430
LLM4Decompile7,152 (open models)
ReVa (Ghidra)879
Binary Ninja MCP456
IDA Pro MCP and GhidraMCP both appeared in March 2025. Heumann's shooter decompilation used Hex-Rays' own IDA MCP integration.

Sources: ida-pro-mcp; GhidraMCP; LLM4Decompile

Modding: agents mod the games you own#

Modding has a lower bar than decompilation. You don't need the whole game's source, just enough understanding of one system to hook it. That's a good fit for an agent that can read a framework's docs, grep a decompiled DLL and run the game to test.

Universal Modder: "mod almost any PC game you own"#

On 30 September 2026 Rehan Sheikh published Universal Modder, a free MIT-licensed kit of skills, a CLI and a shared knowledge base. It installs into Claude Code, Codex, Cursor, Gemini CLI or Copilot and gives the agent a fixed loop: check the knowledge base, work out the engine, back up saves, read the real code, build one working slice, test it in the running game, package it, and write a field note. The notes are written by agents for agents, and every agent that finishes a mod can open a pull request with what it learned.

Three weeks in, the repo had 8,505 stars, 121 contributors, 336 pull requests and 184 field notes covering 110 games, from Balatro and Factorio to Halo 3. The example prompts in its README include putting real Minecraft inside GTA V's story mode.

Universal Modder on GitHub

GitHub repository rehan-remade/universal-modder with 8.5k stars and 940 forks. The README banner reads “mod any game” beside stills labelled “minecraft x gta v”, “halo x minecraft” and “world at war x minecraft”, followed by the line “Skills, tools and a shared knowledge base that let any AI coding agent mod almost any PC game you own” and badges for Claude Code, Codex, Cursor, Gemini, Copilot and OpenCode.

8.5k stars three weeks after launch. The teaser shows Minecraft mixed into GTA V, Halo and Call of Duty: World at War.

Source: GitHub, screenshot 20 Oct 2026

SkyCraft: Minecraft running inside Skyrim#

The same week, chasmlol released SkyCraft. It isn't a reskin: Minecraft runs hidden in the background as a Fabric mod, and an SKSE plugin streams it into Skyrim over shared memory. You can dig holes in Whiterun's roads, and a Minecraft sword levels your One-Handed skill. All seven commits in the public repo are co-authored by Claude Opus 5.5. It shipped three releases in nine hours, and has 1,247 stars and about 28,000 release downloads. Within days others had made copies for GTA IV (whose Nexus page says the port was written by Claude Code with a human directing and play-testing), Half-Life, PEAK and Subnautica.

SkyCraft: a Minecraft player in Skyrim

GitHub repository chasmlol/SkyCraft with 1.2k stars. Its README image shows a blocky Minecraft character walking through Skyrim’s village of Riverwood under a Minecraft HUD with hearts, hunger and a hotbar holding a diamond sword and pickaxe. The contributors list shows chasmlol and Claude.

Minecraft runs in the background and is streamed into Skyrim’s renderer. GitHub lists Claude as a contributor.

Source: GitHub, screenshot 20 Oct 2026

Every SkyCraft commit is co-authored by Claude

SkyCraft’s commit history: five commits on September 30, 2026 and two on October 1, 2026, from “SkyCraft 0.1.0: play Skyrim as a Minecraft player” to “SkyCraft 0.1.2: fix explosion lag, add a destruction toggle”, each marked “chasmlol and claude committed”.

Seven commits over 30 September and 1 October 2026, from “play Skyrim as a Minecraft player” to explosion fixes.

Source: GitHub, screenshot 20 Oct 2026

Not everyone was charmed. On 2 October Kotaku ran a piece under the page title "Modders, please stop putting games inside other games with AI". Its point: most of the viral mashups on X (Minecraft in Elden Ring, Mario 64 in Elden Ring, Skate 3 inside Modern Warfare 2 inside Minecraft) were 30-second clips, most weren't downloadable, and the one it tested had missing blocks and invisible walls. Some download counts back that up. EldenCraft on Nexus has about 2,100 downloads and one endorsement.

Kotaku’s pushback

Kotaku headline “I Don’t Want To Play Your AI-Generated Mod That Puts Skate 3 Inside Of Modern Warfare 2 Inside Of Minecraft” by Amelia Zollner, published October 2, 2026.

Published two days after SkyCraft, as AI mashup clips spread on X.

Source: Kotaku, screenshot 20 Oct 2026

Away from the clips: useful mods built with Claude#

The more interesting story is on Nexus Mods, away from the clips.

  • Skyrim Performance Solution by dani92 adds texture streaming and cuts stutter. The author writes that they don't know C++ and built it with their Claude account over a few evenings. It got over 41,000 downloads and 1,034 endorsements in two weeks.
  • Faster Loadscreens by Asciim0v (about 42,000 downloads) publishes a breakdown of the 503 Claude Code prompts behind it, with Ghidra over MCP for the reverse engineering.
  • Zandatsu, StainlessHalo's Metal Gear Rising-style blade mode for Blade & Sorcery VR, credits the code to Claude Code and the idea and testing to the author. The PCVR and Nomad versions have about 62,000 downloads between them in two weeks.

Skyrim Performance Solution on Nexus Mods

Nexus Mods page for Skyrim Performance Solution (SPS): 1,034 endorsements, 41,186 total downloads and 117,834 views, with a paragraph in which the author says they don’t know C++ and used their Claude AI account, and that this works surprisingly well.

The author says plainly they can’t write C++. Over 41,000 downloads in two weeks.

Source: Nexus Mods, screenshot 20 Oct 2026

Faster Loadscreens: “How was this mod made?”

Nexus Mods page for Faster Loadscreens: 916 endorsements and 42,005 total downloads. A section titled “How was this mod made?” says it took around 500 prompts using Claude Code with the Opus 4.8 model, followed by a table of 503 prompts by type: design and direction 39%, checking results 19%, config 9%, launching 8%, building 8%, bug reports 8%, Ghidra reverse engineering 5%, GitHub 2%, short confirmations 2%.

The author published the breakdown of every prompt, charted below.

Source: Nexus Mods, screenshot 20 Oct 2026

Zandatsu’s credits

Nexus Mods page for Zandatsu – Slice at Any Angle for Blade & Sorcery: Nomad, with 36,241 total downloads, and a shout-outs list including “Code written with Claude Code (Anthropic), an AI-assisted mod. Idea, testing: StainlessHalo.”

Idea and testing by the modder, code by Claude Code.

Source: Nexus Mods, screenshot 20 Oct 2026

The Faster Loadscreens breakdown is the clearest picture we found of what "vibe modding" actually involves. Building and releasing was a small share of the prompts. Most prompts were the human deciding what the mod should do and checking whether it did it.

What 503 prompts to Claude Code were for

One Skyrim mod, Faster Loadscreens, share of prompts by type

What 503 prompts to Claude Code were for
LabelValue
Design, direction, discussion39%
Check results19%
Config and INI tuning9%
Launch, run, reboot8%
Build, package, release8%
Bug reports from testers8%
Reverse engineering in Ghidra5%
GitHub push2%
Short confirmations2%
Highlighted: the modder as designer and tester, 58% of all prompts. Shares as published by the author; they sum to 100% with rounding.

Source: Asciim0v on Nexus Mods

Mod tools now ship instructions for agents#

Some tool makers leaned in. D2RMM, the Diablo II: Resurrected mod manager with 340,000 downloads, added a CLAUDE.md in March 2026, and its Nexus page tells players they can ask Claude to write mods for them. Mojang went further: its official Minecraft Creator Tools gained an MCP server in April and, at the end of September, a Claude Code and Copilot plugin with skills for making mobs, items and blocks and for debugging Bedrock add-ons. Roblox said in April that 44% of its top 1,000 creators use Roblox Assistant or third-party AI tools over MCP, and Studio's MCP server connects to Claude Code, Codex, Cursor and Gemini CLI.

Mojang’s official Claude Code plugin for Minecraft

README for Mojang’s Minecraft Creator Tools plugin, with a skills table listing create-mob, create-item, create-block, design-model, debug-addon and creator-tools-cli, each with an example request, and an install section with the Claude Code commands to add the Mojang marketplace and install the minecraft plugin.

Skills for mobs, items, blocks, models and debugging add-ons, installable in Claude Code from Mojang’s own plugin marketplace.

Source: GitHub, screenshot 20 Oct 2026

Roblox Studio goes agentic

Roblox newsroom post “Roblox Studio is Going Agentic” by Nick Tornow, published April 15, 2026, with the line “Today, 44% of the top 1,000 creators on Roblox use Roblox Assistant or third-party AI tools via MCP to plan, build, and test their games.”

Roblox measured the 44% among its top 1,000 creators between March and April 2026.

Source: Roblox, screenshot 20 Oct 2026

Others pushed the other way. The author of Material Swapper Framework, a Skyrim framework with 67,000 downloads, added a no-AI clause to its licence, citing an influx of Copilot- and Claude-generated SKSE mods. A Minecraft mod called No Ai Guess plants instructions in crash reports so that chatbots tell players to ask human helpers instead.

How much of modding is AI now#

Nexus Mods lets authors and users tag mods, and its public API can count them. We counted new mods tagged "AI-Generated Content" by upload date. The share hovered around 1–1.8% from 2023 to the end of 2025, then climbed every quarter of 2026.

New Nexus mods labelled AI-generated

Share of new mods tagged “AI-Generated Content”, by upload period

New Nexus mods labelled AI-generated
xy
Jan 20231%
Jul 20231.5%
Jan 20241.2%
Jul 20241.2%
Jan 20251.2%
Apr 20251.1%
Jul 20251.5%
Oct 20251.8%
Jan 20262.8%
Apr 20264.8%
Jul 20267.2% (new rules)
Aug 20267.2%
Sep 202611.2%
Oct 202617%
Half-years in 2023–24, quarters in 2025 to Q2 2026, then months; October is 1–20 Oct. On 31 July Nexus split AI into three tags and began moderating mislabelled mods, so part of the rise is probably labelling catching up. The tag also covers AI voices, dialogue and assets, not only code.

Source: Nexus Mods GraphQL API, our count, 20 Oct 2026

Two other counts point the same way. The number of new Nexus mods whose description mentions "Claude Code" went from 31 in the first quarter of 2026 to 214 in September and 496 in the first 20 days of October. And on Thunderstore, which hosts mods for Valheim, Lethal Company and others, about a quarter of Valheim's listed packages sit in the "AI Generated" category (1,935 of 7,895).

Valheim mods in Thunderstore’s “AI Generated” category

Thunderstore’s Valheim mod list filtered to the AI Generated category, sorted by most downloaded, showing 1,882 results; the top three are ConditionalConfigSync (781K downloads), TeleportEverything (780K) and PlanBuild (669K), each tagged AI Generated.

Sorted by downloads, the top AI-tagged Valheim mods have roughly 670,000–780,000 downloads each. The site’s filter, set to the Mods section, shows 1,882 results; the API count above covers every section, modpacks included.

Source: Thunderstore, screenshot 20 Oct 2026

New Nexus mods that mention Claude Code

Mods whose description contains “Claude Code”, by upload period

New Nexus mods that mention Claude Code
LabelValue
Q1 202631
Q2 2026133
Jul105
Aug104
Sep214
1–20 Oct496
Q1 and Q2 are whole quarters; the rest are single months, so October alone is almost four times the second quarter. Descriptions can be edited after upload.

Source: Nexus Mods GraphQL API, our count, 20 Oct 2026

Games built from scratch#

The flight sim that made $1M ARR, by its maker's account#

On 22 February 2025 Pieter Levels, who had never made a game, posted a browser flight simulator, built "100% with Cursor" in about three hours. Seventeen days later Levels claimed $87,000 in monthly revenue ("$1M ARR") from in-game ads, such as branded blimps, and 320,000 players. The same post warned that the AI didn't look for security holes unless asked to.

fly.pieter.com today

A low-poly 3D scene from fly.pieter.com: a grey runway over blue sea, a yellow beach and green land with small houses, floating balloons and a blocky plane overhead.

Still online, still a single page in the browser: a low-poly runway, sea and floating ads.

Source: fly.pieter.com, screenshot 20 Oct 2026

The game's public analytics dashboard shows what happened next. Traffic peaked at 265,463 visitors in March 2025, fell to 48,217 in April and to 4,612 by September. Through 2026 it has held at 6,000–11,000 a month. The game is still up. The flight sim is no longer in Levels' X bio, which now lists the game jam it inspired.

fly.pieter.com visitors per month

Visitors counted by its public Simple Analytics dashboard

fly.pieter.com visitors per month
xy
Feb 2025120.9K
Mar 2025265.5K
Apr 202548.2K
May 202524.9K
Jun 202511K
Jul 20257.5K
Aug 20255.8K
Sep 20254.6K
Oct 202515.3K
Nov 20255K
Dec 20256.7K
Jan 20266.2K
Feb 20268.6K
Mar 20269K
Apr 202610.8K
May 20269.7K
Jun 202610.1K
Jul 20266.8K
Aug 20268.2K
Sep 20269.5K
Peak: 265,463 in March 2025. September 2026: 9,474. February 2025 counts from launch on the 22nd. Visitors are not players or revenue.

Source: Simple Analytics, fly.pieter.com

The Vibe Jam#

Levels turned the moment into the Vibe Coding Game Jam. The 2025 edition required games to be at least 80% AI-written and playable instantly on the web with no login, and drew 1,083 entries. In 2026 Cursor sponsored it, the rule tightened to at least 90% of the code, and the cash prizes rose to $40,000 plus twelve $1,000 awards. It drew 945 games and, by the time it closed, 242,212 players. Closing it, Levels wrote that this year's entries were starting to look like things you could find on Steam.

Cursor Vibe Jam 2026

The Cursor Vibe Jam 2026 page: “A game dev competition where 90%+ of the code must be written by AI”, $50,000+ in prize money, winners announced, 945 games submitted, 1,371,866 players and 21,419,339 impressions, with prizes of $25,000 gold, $10,000 silver, $5,000 bronze and 12 special prizes of $1,000.

The site now counts 1.37 million players; 242,212 is the figure Levels gave when the jam closed on 1 May.

Source: vibejam.com, screenshot 20 Oct 2026

The jam's gallery data lists the tools each team used. Claude led by a wide margin.

Which AI tools Vibe Jam 2026 games were made with

Share of the 945 games listing each tool, self-reported

Which AI tools Vibe Jam 2026 games were made with
LabelValue
Claude / Claude Code40.5%
Cursor22.1%
Codex / OpenAI21.9%
Gemini / Antigravity8%
Bolt1.7%
Lovable1.4%
A game can list several tools, so shares don't sum to 100%; 28 games listed none.

Source: vibejam.com gallery data, our count

The winner was A Game About Capybaras Delivering Food, a cozy multiplayer open world built in two weeks by an iOS developer, who says they ran two or three Claude Code sessions in parallel, each on a different part of the code, for about 27,000 lines. Second and third place, Fanto's Mega-Mart and WenWare, were both made with Codex.

The 2026 winner

Title menu of “A Game About Capybaras Delivering Food – Halloween” under a full moon with bats, with Play Online, Play Offline, Settings, Stats and Vibe Jam Portal buttons, and a footer saying the game was made using Claude Code for coding, Suno for music, ElevenLabs for SFX and Tripo3D for 3D rigging.

The title screen credits Claude Code for the code, Suno for music, ElevenLabs for sound and Tripo3D for 3D rigging.

Source: capybara-vibejam26.leocoout.dev, screenshot 20 Oct 2026

Four in ten of last year's games are already gone#

The jam's public API also records whether each game still loads. Of the 1,083 games from 2025, 632 (58%) were still up by the jam's own check on 20 October; for 2026 it's 826 of 945 (87%). Where a game was hosted made a big difference.

Vibe Jam 2025 games still online, by host

Share of each host's 2025 entries that still load, Oct 2026

Vibe Jam 2025 games still online, by host
LabelValue
itch.io91% (21 of 23)
vercel.app86% (84 of 98)
netlify.app85% (41 of 48)
github.io80% (49 of 61)
onrender.com70% (19 of 27)
Own domain52% (349 of 671)
websim32% (27 of 84)
replit.app18% (4 of 22)
Static hosts kept most games online. Half the games on their own domains are gone, probably including domains registered just for the jam. Host is the game URL's hostname; the API doesn't say when it last checked.

Source: vibejam.com API, our count, 20 Oct 2026

Kids ship games now#

The smallest stories may matter most. In February 2026 a parent wrote that their 10-year-old described a game to Claude and, about an hour later, had it live at a link to share with school friends. In March, Brad Frost described how a game their 8-year-old designed was built together in Claude Cowork in about 15 minutes of iterating. Both are single accounts, not a trend line. But both end the same way: the finished thing is a URL to send to friends.

The backlash#

Each new capability came with a pushback, and in 2026 much of it became policy.

AI in games: the rules and the fights, 2026

  1. 30 Jan 2026

    mGBA refuses AI-generated code

    The Game Boy Advance emulator adds it to its contributing guide.
  2. 30 Jun 2026

    Godot bans vibe-coded contributions

    Autonomous-agent and vibe-coded pull requests to the engine lead to an auto-ban.
  3. 31 Jul 2026

    Nexus Mods splits its AI tag in three

    AI-generated content, AI media and AI-assisted, with moderation for mislabelled mods.
  4. 13 Aug 2026

    Modrinth bans mostly-AI projects

    Minecraft mod host cites weekly submissions doubling to over 5,000. The Symphony of the Night decomp bans autonomous agents the same day.
  5. 23 Aug 2026

    Wind Waker decomp closes AI pull requests

    PRs that are primarily AI-generated are closed.
  6. 2 Oct 2026

    Kotaku: stop putting games inside games

    The viral AI mashups are mostly clips, not playable mods.
  7. 3 Oct 2026

    Takedowns for an AI Fallout remake and the shooter decomp

    ZeniMax sends a cease-and-desist over a browser Fallout built in five days; Heumann's footage is disabled.
  8. 5 Oct 2026

    Recomp developers disown “slopcomps”

    The Zelda and Banjo recompilation developers distance themselves from all-AI projects.
  9. 13 Oct 2026

    Xbox launches Xbox Labs

    Its CEO cites games being decompiled, rebuilt and remixed with agents.
  10. mid-Oct 2026

    decomp.dev closes its public index

    The progress tracker had listed 235 projects, 40 at 100%.

Platforms split three ways#

  • Label it. Nexus Mods doesn't ban AI. Since 31 July it has three tags and moderates authors who don't disclose. Thunderstore has a self-applied "AI Generated" category.
  • Ban it. Modrinth, a major Minecraft mod host, bans projects made entirely or primarily with AI and requires disclosure for the rest. It said weekly submissions had doubled this year, from about 2,500 to over 5,000.
  • Ignore it. CurseForge's only AI rule is a disclaimer on AI-edited showcase images.

Modrinth’s AI rules

Modrinth news post “New AI rules and project disclosures”, August 13, 2026, including the line that project submissions went up from about 2,500 per week at the start of the year to over 5,000 per week.

Submissions doubled between January and August; Modrinth’s answer was a ban on mostly-AI projects.

Source: Modrinth, screenshot 20 Oct 2026

The decompilation scene draws a line#

The decompilation community took it hardest. The Wind Waker decomp now closes pull requests with obvious signs of machine-generated code, the Symphony of the Night decomp bans autonomous agents, and the N64 Recomp Discord won't showcase vibe-coded projects. A human team making a Donkey Kong 64 PC port announced early to get ahead of an AI rival and shipped 1.0 with a "no generative AI used" label.

Then, in mid-October, decomp.dev closed its public index. A year earlier it listed 67 projects, two of them complete; by 10 October it listed 235, with 40 at 100%. Its creator writes that AI can help tremendously when used well, but that hostile forks were "finishing" other people's projects with AI and opportunists were racing to ship half-baked ports. The notice puts it plainly: the community side of decompilation has been broken.

Projects listed on decomp.dev

Projects on the index, and those at 100% matched

Projects listed on decomp.dev
LabelValue
Oct 202567 (2 at 100%)
Apr 202697 (4 at 100%)
Oct 2026235 (40 at 100%)
Completed projects went from 4 to 40 in six months. Counts are the index page's totals in Wayback snapshots (4 Oct 2025, 1 Apr 2026, 10 Oct 2026), not every decompilation in existence.

Source: decomp.dev via the Wayback Machine

The Wind Waker decomp’s contributing rules

The zeldaret/tww CONTRIBUTING.md: “we do not accept contributions that are primarily AI-generated or directly copy-pasted from Ghidra. Your PR will be closed if it contains obvious signs of machine-generated code.”

One of several projects in the scene that now refuse AI-generated contributions.

Source: GitHub, screenshot 20 Oct 2026

“Sunsetting decomp.dev”

The “Sunsetting decomp.dev” notice: decomp.dev was born in 2024; from early 2026 models appeared to be trained on matching decompilation; and recent models such as GPT-6-Astra are described as better and cheaper.

The notice credits models with real progress on matching decompilation before explaining why the index closed.

Source: decomp.dev, screenshot 20 Oct 2026

Developers use it and like it less#

The industry's own surveys show the same split. In GDC's 2026 State of the Game Industry, 36% of respondents personally use generative AI, and code assistance is one of the top uses (47% of users). Yet 52% now think it's hurting the industry, up from 30% a year earlier and 18% two years earlier. Vendor surveys are rosier: Google Cloud and Harris Poll found 90% of 615 game developers using AI in 2025, and Unity's 2026 report says half of its 300 respondents use MCP servers.

Game developers who think generative AI is hurting the industry

GDC State of the Game Industry, by survey year

Game developers who think generative AI is hurting the industry
LabelValue
202418%
202530%
202652%
Only 7% saw a positive impact in 2026, down from 13% in 2025. About 2,300 respondents in 2026.

Source: GDC 2026 State of the Game Industry

Players are wary too. On Steam, where developers disclose AI content, Ichiro Lambe of Totally Human counted 7,818 games (7% of the library) with a disclosure in July 2025, and 10,258 by November. Sulka Haro's census of about 53,600 releases puts it at roughly one in three new games by mid-2026, and finds that an AI-flagged game reaches 100 reviews at about 55% of the rate of other games.

These counts are mostly AI art, not vibe-coded games, and since January Valve no longer asks developers to disclose coding assistants. In GameDiscoverCo's July survey of Steam fans, 56% said they'd want even tools like Claude Code disclosed.

Steam launches per month, AI-flagged vs not

Stacked bar chart “Steam launches per month: AI-flagged vs non-AI, mid-2023 to mid-2026”, marked at the January 2024 disclosure mandate, annotated “non-AI: 1033 to 1319 per month, AI: 13 to 527 per month, about 64% of launch growth is AI”.

Sulka Haro’s chart: most of the growth in Steam launches since 2024 is games with an AI disclosure. The disclosure is mostly about art and audio, not code.

Source: Sulka Haro, Jul 2026

What this means if you build games with AI#

  1. Give the agent a check it can't argue with. Every decompilation that worked had an automatic, binary test: bytes match or they don't, pixels match or they don't. Mods need the same: a script that launches the game and checks the result. Then protect the check from the agent: Heumann's agents kept editing theirs.
  2. Design and test are your job. In the one mod with a published prompt log, 58% of prompts were the human deciding what to build and checking whether it worked. That's the part that separates a mod with 40,000 downloads from a 30-second clip.
  3. Stand on human work, and credit it. The fast ports were built on years of human decompilation. Hostile AI forks that "finished" other people's projects are a big part of why decomp.dev closed.
  4. Disclose. Nexus, Modrinth, Thunderstore and Steam all ask for it in some form, and 56% of Steam fans want even coding assistants disclosed. A clear note costs nothing and avoids moderation.
  5. Respect the rights holder line. Decompiling a game you own for interoperability and modding is a long tradition. The 2026 takedowns hit something bigger: a playable browser remake of Fallout and public footage of a rebuilt Modern Warfare 2.
  6. Keep the link alive. A game that doesn't load is gone. Four in ten Vibe Jam 2025 games stopped loading within 18 months, and on some hosts most did.

host0 exists for that last step: whatever your agent made, a game, a mod page or a tool, gets a link you can share, private until you open it up. You bring the agent; we keep the URL working.

Methodology#

We collected cases from the people who did the work: their blogs, GitHub repositories, mod pages and posts, plus news coverage for reactions and takedowns. Three sets of numbers are our own computations from public data, all fetched on 20 October 2026:

  • Nexus Mods: counts of new mods by upload date, with and without the "AI-Generated Content" tag, and of descriptions containing "Claude Code", from the public GraphQL API.
  • Vibe Jam: games, tools (made_with), final ranks and the is_up flag from vibejam.com's games API and 2026 gallery data. Host is the game URL's hostname.
  • Decompilation progress: decomp.dev's per-project history JSON (Melee, Snowboard Kids 2), Wayback snapshots of its index, and GitHub commit search for Co-Authored-By: Claude in the Melee repository.

Vendor and creator figures (fly.pieter.com's revenue, Roblox's 44%, Unity's and Google Cloud's surveys, star and download counts on project pages) are their own claims, linked where they're made. We left out claims we couldn't trace to a primary source, including reports that a specific model "finished" Melee and an unsourced Shadow of the Colossus recompilation. The full data pack, with sources, confidence tiers and a do-not-cite list, is in our repository at docs/research/2026-10-20-vibe-coding-games.md.

Open questions#

  • How much of the jump in AI-labelled mods is new AI work, and how much is older mods being labelled after Nexus's July rule change?
  • Will any rights holder act against a recompiled port of a recent console game? LASRecomp targets a 2019 Switch game; as of October, Nintendo's GitHub takedowns in 2026 had targeted emulators, not decompilations.
  • What does an agent-driven decompilation cost in dollars? Nobody we read published a figure.
  • Is there a vibe-coded game with real sales on Steam? We couldn't find one with numbers we could verify.
ResearchVibe codingGames