Vibecoding an MMO: Week 6 of Building a Browser RPG
Wk. 6 of Vibecoding an MMO

An ongoing dev log chronicles the sixth week of building Realms of Eldermyr, a free browser-based multiplayer action-RPG. The game emphasizes seamless entry—no download, instant play, and resuming exactly where you left off. This week's update likely covers new features, challenges, or lessons from using AI-assisted coding to develop an MMO.
The realm never closes.
- tab_jockey
I really enjoyed myself for 5 minutes, which is more than I can say for 100 games in my steam lib. For some reason my screen is shaking a lot when I play and it hurts my eyes. Would also recommend talking to show above the head in bold text to encourage social interaction, so easy to miss the chat box.
- walrus01
I'd like to see a vibe coded re-implementation of progress quest:
- josiahturnq
Apologies for anyone that got kicked -- I wasn't ready for the 300 players in 1hr. It does indeed scale with player usage, but wasn't quite ready for 35 players at a time!
- StilesCrisis
Is it really massively multiplayer? There are 7 players online.
- dvt
Honestly, combat & movement feel pretty good and and it's very comparable to what a normal engineer would put together after 6 weeks. The hard part, when making games at least, is figuing out what makes things fun and (more specifically when it comes to RPGs) how to do the scaling. Both of these are pretty hard and require a ton of experimentation.
Since it's vibe-coded, I was really hoping to see some AI-generated storylines (turn `go to <x,y> and do z` into a fun quest) and more worldbuilding. AI is surprisingly good at generating passable prose, certainly comparable to a middle-of-the-road RPG.