STRANDED Is Now Live: This Time, You Wake Up on the Island
STRANDED is now live. With only three important actions each day, find water, build camps, follow the island’s strange clues, and choose between escape and the truth.
Read moreSTRANDED is now live. With only three important actions each day, find water, build camps, follow the island’s strange clues, and choose between escape and the truth.
Read moreVibeSims’ fifth game, Founder Mode, is now live. Start with one idea and turn limited runway and team morale into a product, users, revenue, and a company ending.
Read moreLiuzis Simulator adds 18 city-specific events and 24 major-specific events, allowing each randomly generated profile to genuinely shape the life that follows.
Read moreVibeSims is becoming a hallway between different lives: every door opens onto another universe and another chance to begin again.
Read moreBillionaire Heir Simulator launches as VibeSims’ fourth game. Begin with wealth, shares, and family ties, then fight through eighteen events and three leaderboards for the right to inherit.
Read moreInternational Student Simulator adds a vertical ending poster that brings together the ending, route, character, five attributes, collection progress, and QR code as a keepsake from each life.
Read moreFour new leaderboards record different kinds of success in International Student Simulator—from overall outcomes and academics to wealth and repeat runs—without uploading players’ private story text.
Read moreInternational Student Simulator adds autoplay, letting players switch between manual decisions and random progression while preserving clear choice highlights and save compatibility.
Read moreThis update rebuilds the mobile opening flow, compresses profile information, and reorganizes the main screen so players reach the weekly-event rhythm faster.
Read moreInternational Student Simulator graduates from a temporary single-page prototype into VibeSims’ third game, with a proper entry point, mobile layout, local saves, illustrations, sharing, and privacy boundaries.
Read moreY splits a 3,600-line engine into four modules and adds daily reports and SEO. L trims leaderboards to ten places, adds achievement badges, and designs long-press event cards so the game can tell its own stories.
Read moreY closes twelve security and quality gaps and starts an AI-perspective devlog. L polishes the results screen, adds tribulation events, and needs four attempts to publish the right Xiaohongshu link.
Read moreY moves the game into Cloudflare and builds Worker routing, D1 storage, accounts, leaderboards, telemetry, CI/CD, and logging. L arrives the next evening to rearrange buttons, rename rankings, and shape the modal.
Read moreL adds title rarity, true-immortal ascension, 10× speed, and a suspicious secret. When the browser buckles, Y adds batch rendering, log clipping, and the first project guide.
Read moreL adds gender, childhood, Nascent Soul events, and inherited traits across reincarnations, then tunes breakthrough odds six times in one afternoon. Y quietly splits the test suite into three groups.
Read moreL transforms the page into a sandalwood collector’s edition and adds talents, jokes, and another draw. Y battles caching and mobile testing, repairs the local server, opens LAN access, and adds guardrails.
Read moreL moves beyond wording and buttons to change cultivation formulas, breakthrough odds, physique rules, and titles. Y publishes the game on GitHub Pages and adds the first analytics funnel.
Read moreL shapes the gold type, starfield, and results screen with Gemini and Kimi. Then the mobile layout breaks on a notched phone, and Y turns to Codex for several rounds of safe-area repairs.
Read moreL talks game ideas and tone through with Gemini, then coaxes Kimi into producing a playable cultivation prototype. Y looks over and realizes this small experiment may be worth building for real.
Read moreOnce the skeleton stands, deployment, scripts, checks, tests, and branch workflows begin appearing—the quiet systems that return to collect their debts at the worst possible time. This is the layer Y must handle.
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