Motion Design · Oct 15, 2026
Vibe coded a 16 KB FPS game as an experiment
Vibe coded a 16 KB FPS game as an experiment by zTrojan. Watch the motion design video and visit the original Reddit post.
zTrojanu/zTrojan
View on RedditOpen the original Reddit post for the version with sound.
I wanted to see how far I could get by vibe coding something that normally takes deep demoscene knowledge. Ended up with a small FPS that fits in 16 KB I used Fable 5 High for the initial planning and Opus 5.5 High for implementation, polishing and optimization The game: You’re blind, underground. Your scanner fires sonar pulses at three frequencies. A pulse briefly lights up walls and enemies, then the map fades back to a faint trace. Every pulse is also noise, and everything down there hunts by sound. 3 levels, 3 enemy types plus a boss, pits and bridges, generative music Optimization techniques: * The level is a 64×64 cell grid, ray-cast in the fragment shader (2D DDA). That freed \~430 bytes, which then paid for pulse shadows, fake AO and procedural wall patterns * Every frame the CPU rewrites one float texture (64×90 RGBA32F). It holds the cells, the enemy list, the pulses, the lamps, the HUD text and even the font bits. The camera’s yaw, pitch and aspect ratio ride in on…
The prompt behind it.
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Video and prompt by zTrojan. Original post ↗


