HowWorks
HowWorks

Everything begins with understanding.

Type your idea to discover matching projects. Start with what's already great so you never have to build from scratch. Build and inspire together—because greatness is never achieved alone.

  1. home
  2. projects
  3. i-built-an-inventory-auto-battler-demo-mostly-by-vibecoding-plus-i-fine-tuned-a
← Back to Projects

I built an inventory auto-battler demo mostly by vibecoding, plus I fine-tuned a diffusion model for the assets

45 upvotes10 commentsFeb 18, 2026

I finally have a playable demo to share.

Stonewake is a run-based inventory auto-battler. The fight is automatic. The real game is the shop and how you place items in a grid. I’m aiming for that feeling where your backpack becomes a little machine: layout, adjacency, and timing create builds that snowball.

Playable demo (itch):

https://stonewake.itch.io/stonewake

AI angle :

I’ve been programming for 15+ years, but I built most of Stonewake by vibecoding. I still step in for the parts that can ruin a project (architecture, edge cases, balancing), but AI handled a lot of the grind and iteration. I think the hardest problems that AI can face is balancing the game itself.

For visuals, I generated the assets with a diffusion model that I fine-tuned for the project. Then I curated and iterated a lot to keep things consistent.

What I’d love feedback on:

  1. After 1–2 rounds, did you understand what your build was trying to do?

  2. Did the layout/synergy idea click naturally, or did it feel unclear?

  3. Did the shop pacing feel fair, or did you feel forced into bad buys?

If you try it, tell me what build you went for (even if it failed). The “I thought this would work because…” comments help me tune clarity and progression.

Hope you play and enjoy it :)

Happy to answer any question you may have.

R
rvitor
CategoryAI Games
PostedFeb 18, 2026
Open live experience
Open live experience