Oneshot
Hollow Knight boss fight
A side-view boss fight with jumps, dash movement, air attacks, ground combos, melee pressure, ranged attacks, and room-scale repositioning.
Want to build your own game?
Vibe is all you need.
An agent team that builds your game from natural language.
vibegame
We present VibeGame, an agent system for prompt-to-game development that builds playable 2D games from natural language and continues iterating through follow-up requests. This task requires gameplay design, software engineering, and multimodal asset creation at the same time. Unlike conventional software, a game project must keep code, assets, animations, and configuration coherent across heterogeneous artifact types, while correctness can only be verified by running the game. These challenges are further amplified by the systematic lack of practical game-development knowledge in public training data. VibeGame addresses them through three coupled designs. At the core is an Adversarial Agent Team, where an orchestrator coordinates specialist agents for design, art, planning, implementation, review, and testing. The team builds code and assets in parallel through a standardized plan-implement-review workflow, and challenges each output from multiple independent perspectives through static review and end-to-end runtime validation. The team runs on top of an AI-native game engine: agents can edit game scenes directly without GUI operation or guesswork about engine APIs, and can play, pause, and step through the game frame by frame, bridging the gap between real-time game interaction and slow agent reasoning. As projects are successfully delivered, a training-free self-evolving paradigm distills reusable project skeletons, feature modules, and collaboration rules, continuously enriching the framework's built-in knowledge so future projects start from a stronger baseline.
Demos
Oneshot
A side-view boss fight with jumps, dash movement, air attacks, ground combos, melee pressure, ranged attacks, and room-scale repositioning.
Prompt + reference
The same action framework is steered toward a different visual and combat fantasy from a prompt plus a reference image.
Arcade physics
A fast arcade slice demo focused on readable input, responsive motion, and object feedback.
Arcade fighter
A desktop fighting-game slice with character movement, attack timing, hit response, and stage presentation.
Soulslike
A retro boss-fight prototype with guard, parry timing, attack tells, posture pressure, and deathblow payoff.
Cartoon parkour
A movement demo where dash timing and balloon bounce reactions create a chained traversal route.
Roguelike shooter
A top-down dungeon shooter with rooms, corridors, enemies, weapons, pickups, health, shield, and mana systems.
AI game
A social deduction game where the built-in LLM module drives the other players through speeches, votes, and night actions.
4X strategy
A turn-based strategy demo with grid movement, unit combat, objective capture, and client/server play.
Studio
Studio is the control room: agent conversations, tool calls, file previews, assets, game preview, and human steering all in one place.


