Vibe Coding Accidentally Burns $550,000 Worth of Tokens, Then Turns Mockery into $700 Million Profit

marsbit發佈於 2026-07-06更新於 2026-07-06

文章摘要

An employee at the American fintech company Slash, encouraged by his company to experiment with AI "vibe coding," created a simple pixel-style FPS browser game called "Brainrot Shooter." He initially shocked the online community by posting a fake screenshot showing an exorbitant $81,267 (550,000 RMB) AI token bill for developing the game. The story quickly went viral, with many expecting him to be fired for the massive "expense incident." However, the narrative took a dramatic turn. The game attracted significant attention, garnering thousands of players and hundreds of hours of playtime within 48 hours, and even drew interest from brands for advertising partnerships. Slash reframed the project as a successful "strategic initiative." The employee later announced that the viral game had indirectly brought in approximately $100 million in new Assets Under Management (AUM) for Slash's platform—a claimed 1200x return. Finally, the employee revealed the truth: the original $81k bill was fabricated using browser developer tools; the actual development cost was less than $200. The entire episode, from the fake bill to the viral success and massive business impact, was an elaborate and highly effective marketing stunt.

An employee, heeding the company's call, dove headfirst into the world of Vibe Coding and diligently crafted a pixel-style brainrot FPS game.

Before he could even finish feeling pleased with himself, he glanced over inadvertently.

Holy crap, this thing cost me 81,267 dollars in tokens (equivalent to 550,000 RMB)???

Didn't I just cause a colos!sal! dis!aster!

(At this point, one must loudly emit the voice of Madam Wang from *The Story of Minglan*.mp3)

The boss only encouraged everyone to do Vibe Coding, he didn't tell me to Spend Money in huge handfuls!

The company was also speechless, and could only tearfully share it, hoping everyone passing by would come play this little game, treating the $80,000 bill as marketing expenses for people to get to know our company through the game.

Things having come to this...

Hey, how is there still a plot twist?

Within 48 hours of launch, the game attracted 6,912 players, with a cumulative playtime of 8,986 hours, and 3 brands proactively inquired about advertising cooperation.

The original "expense incident" was quickly rebranded by the company as a "strategic project."

Did you think the story ended here?

There's something even more exciting.

The employee later announced happily on X, this brainrot mini-game that burned $80,000 has already brought the company $100 million in new AUM (Assets Under Management).

Approximately 700 million RMB.

Calculating it this way, that initial AI bill enough to get someone fired on the spot actually had a return rate exceeding 1200 times.

This is a case of "a blessing in disguise," where in the end the lost horse not only came trotting back by itself but brought a whole team of horses behind it.

$80,000, Just to Vibe Out a Brainrot Mini-Game

The name of this American company is Slash, a corporate financial services firm primarily offering commercial bank accounts, corporate cards, capital management, and other services to businesses.

Shortly before the incident, Slash had just announced that assets under management on its platform surpassed $1 billion.

Simultaneously, the company was also actively promoting AI use internally among employees, especially encouraging everyone to try out Vibe Coding, which is currently taking the global programmer community by storm.

Vibe Coding is all about "you don't need to know how to code, but you must dare to make demands."

So, Slash's Head of Strategic Operations, Nicolas Brilliante (affectionately called Nick here), was eager to try and Vibe out a small game.

The game was ultimately named *Brainrot Shooter*.

It uses a first-person shooter gameplay style, with maps made of pixel blocks, slightly reminiscent of *Minecraft*. Players run around the map with a weapon, chasing and shooting at internet brainrot characters like Skibidi Toilet, Tung Tung Tung Sahur, etc.

How should I put this... From graphics, gameplay to development scale, it's closer to a quickly assembled web demo.

Put it in a game store, and it's probably the level where players can guess the entire gameplay just by reading the name.

But Nick, with tears in his voice, said this thing caused him to inexplicably spend $81,267 in AI Credits in a week, like running water.

He also joked self-deprecatingly to the onlooking netizens that it was indeed an accident; he had underestimated his own abilities.

Not the ability to develop games, mind you, but the ability to burn tokens.

Oh, what a thrill~

The news quickly spread. Onlookers commented that they had made much more complex games, so how could it possibly cost $80,000.

Some serious bystanders even calculated for Slash, believing that even if the employee used the most expensive models entirely, having AI work non-stop for a week could hardly explain such an exaggerated expense.

Besides concerned citizens, the prediction market Polymarket also came to watch, suggesting Slash might reconsider its internal AI programming strategy because of this incident.

What to do? What could be done??

This world is just so absurd.

This kind of disaster, the people/companies that cause it aren't actually that rare.

In December last year, Uber pushed AI coding tools like Claude Code and Cursor to all its engineers, encouraging Vibe Coding, and ended up burning through the annual budget in 4 months.

Other companies are also gradually catching on.

On July 1st, UBS analysts wrote in a report: "Based on conversations with over a dozen corporate IT executives over the past few weeks, 60% of enterprises are now, in some way, limiting AI spending by setting up certain guardrails."

A Sudden Twist, Accident Transforms into a Success Story

At that time, many spectators had just one question: Nick, when exactly are you getting fired? Waiting online, quite eagerly.

Nick was out of options; he had to salvage whatever he could.

Slash's official account stated on X that since things had come to this, please, please come play our Vibe Coding masterpiece.

Better make the finance department believe this $80,000 counts as marketing expenses.

However, before the firing notice arrived, the game went viral first.

Slash subsequently released the game's 48-hour performance stats.

  • A total of 6,912 players entered the game
  • Cumulative playtime reached 8,986 hours
  • Peak concurrent players: 437
  • Average playtime per player: ~1.3 hours

That's not even the main point.

The main point is that 3 brands proactively reached out inquiring about ad partnerships!

The Slash finance department's attitude then did a complete 180-degree turn.

The definition of this mini-game within the company was formally upgraded from an "expense incident" to a "strategic initiative."

Look at this ╮(╯▽╰)╭

When no one was playing it was an incident; with traffic, it starts talking about strategic value. To put it nicely, companies really know how to go with the flow.

Nick also immediately regained his vigor, stating that while the $80,000 couldn't be recovered, the game could continue to be iterated until it was truly worth millions.

Nick and the company started iterating on the game while recouping some costs by accepting in-game small ads.

The first batch of advertising partners soon made a dazzling appearance.

Capitalizing on the traffic, Slash quickly brought AI companies like Melius and Bland into the game.

A corporate financial services company, because an employee used AI to make a brainrot shooting game, unexpectedly acquired a new media advertising slot.

How thrilling?

As long as the traffic is big enough, causing trouble can also be packaged as innovation.

Brought in $100 Million in AUM

Chinese people all know, after Tang Monk and his three disciples retrieved the true scriptures from the Great Thunderclap Monastery, the story of *Journey to the West* wasn't over.

Because they forgot to ask Buddha when the old turtle of Tongtian River could cultivate into human form. The great turtle became furious, shook its body, and threw the master, disciples, horse, and scriptures all into the river.

Nick's story turning from tragedy to joy should already count as a Happy Ending, right?

No, this matter isn't over.

Not long after, Nick appeared again to post, this time even more radiant—

Remember everyone mocking me for burning $80,000 in AI Credits before? Now, this mini-game made through Vibe Coding has already brought Slash $100 million in AUM.

To his knowledge, no one had ever reached this level before with a Vibe Coding game.

AUM stands for Assets Under Management, usually translated as such, referring to the total amount of client funds managed by a platform.

This means the brainrot game didn't directly bring the company much revenue, but after the game went viral, approximately $100 million in new funds entered its platform.

Slash did not further disclose how many clients the funds came from, the statistical period, or specifically how to prove these new AUM were brought by the game.

Therefore, this $100 million currently remains self-reported data from the company and the individual involved, lacking third-party verification.

However, even if not all the new AUM is attributed to the game, the communication effect brought by *Brainrot Shooter* is still quite impressive.

Remarkable, a fintech company originally primarily serving corporate clients has, through a rough-looking mini-game, entered the public eye more widely.

Originally, I wanted to express my afterthoughts with phrases like "What you lose on the swings you gain on the roundabouts," or "A loss may turn out to be a gain."

A few days later, Nick smiled smugly:

Don't rush, there's a second level.

One More Thing

Thinking the dust had settled, another thunderbolt struck out of the blue.

After the story of "employee spends $80,000 making a game, accidentally brings company $100 million AUM" had completely spread, Nick finally revealed the ultimate answer.

That $81,267 AI bill was FAKE!

He admitted that the amount in the screenshot was manually altered using the browser's Inspect Element.

The real AI cost for the first version of *Brainrot Shooter* was only about $80. After continuing to fix bugs and add content, the cumulative cost still didn't exceed $200.

That earlier token-burning bill that made onlookers' hearts go "OMG how could this be - LOL this guy's gonna get fired right? - Hmm the company's being somewhat humane - Wow they actually made money, respect respect" was a hoax from start to finish.

Wow, my left brain says, speechless, it was a marketing stunt?

My right brain says, to be fair, that's a pretty successful marketing stunt!

Now, let's rewrite the complete synopsis for this "Vibe Coding pixel brainrot mini-game astronomical bill incident":

Nick and the company used less than $200 to Vibe Code a brainrot mini-game, and then casually Vibe Marketed a global news story.

References:

[1]https://x.com/nickbruhman/status/2070558467010580877?s=20

[2]https://www.businessinsider.com/ubs-enterprises-ai-spending-tokens-2026-7?utm_source=chatgpt.com

[3]https://x.com/nickbruhman/status/2072703116667916307

This article is from the WeChat public account "QbitAI," author: Heng Yu

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相關問答

QWhat was the initial major 'mistake' the employee made while using Vibe Coding?

AThe employee (Nicolas Brilliante) initially claimed to have accidentally spent $81,267 worth of AI tokens (credits), equivalent to 550,000 RMB, while creating a small pixelated 'Brainrot Shooter' game using Vibe Coding.

QHow did the company's perception of the 'Brainrot Shooter' game change after its release?

AThe company's perception changed dramatically from viewing it as an 'expense incident' to officially categorizing it as a 'strategic initiative' or 'strategic project' after the game attracted significant player traffic and inquiries from brands for advertising partnerships.

QWhat was the reported business benefit the 'Brainrot Shooter' game ultimately brought to Slash, according to the employee's later update?

AAccording to the employee's later update, the 'Brainrot Shooter' game reportedly brought in $100 million in new Assets Under Management (AUM) to the company Slash.

QWhat was the final revelation about the initial $81,267 token bill?

AThe final revelation was that the initial $81,267 token bill was fake. The employee admitted to using the browser's 'Inspect Element' tool to manually alter the screenshot. The actual cost for the first version of the game was only about $80, with the total cumulative cost never exceeding $200.

QWhat does the article suggest is the true nature of the entire 'Vibe Coding bill incident'?

AThe article suggests that the entire 'Vibe Coding bill incident' was an elaborate and successful marketing campaign (Vibe Marketing). For less than $200, the employee and the company created both a small game and generated a global news story around it.

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什麼是 $S$

什麼是 AGENT S

Agent S:Web3中自主互動的未來 介紹 在不斷演變的Web3和加密貨幣領域,創新不斷重新定義個人如何與數字平台互動。Agent S是一個開創性的項目,承諾通過其開放的代理框架徹底改變人機互動。Agent S旨在簡化複雜任務,為人工智能(AI)提供變革性的應用,鋪平自主互動的道路。本詳細探索將深入研究該項目的複雜性、其獨特特徵以及對加密貨幣領域的影響。 什麼是Agent S? Agent S是一個突破性的開放代理框架,專門設計用來解決計算機任務自動化中的三個基本挑戰: 獲取特定領域知識:該框架智能地從各種外部知識來源和內部經驗中學習。這種雙重方法使其能夠建立豐富的特定領域知識庫,提升其在任務執行中的表現。 長期任務規劃:Agent S採用經驗增強的分層規劃,這是一種戰略方法,可以有效地分解和執行複雜任務。此特徵顯著提升了其高效和有效地管理多個子任務的能力。 處理動態、不均勻的界面:該項目引入了代理-計算機界面(ACI),這是一種創新的解決方案,增強了代理和用戶之間的互動。利用多模態大型語言模型(MLLMs),Agent S能夠無縫導航和操作各種圖形用戶界面。 通過這些開創性特徵,Agent S提供了一個強大的框架,解決了自動化人機互動中涉及的複雜性,為AI及其他領域的無數應用奠定了基礎。 誰是Agent S的創建者? 儘管Agent S的概念根本上是創新的,但有關其創建者的具體信息仍然難以捉摸。創建者目前尚不清楚,這突顯了該項目的初期階段或戰略選擇將創始成員保密。無論是否匿名,重點仍然在於框架的能力和潛力。 誰是Agent S的投資者? 由於Agent S在加密生態系統中相對較新,關於其投資者和財務支持者的詳細信息並未明確記錄。缺乏對支持該項目的投資基礎或組織的公開見解,引發了對其資金結構和發展路線圖的質疑。了解其支持背景對於評估該項目的可持續性和潛在市場影響至關重要。 Agent S如何運作? Agent S的核心是尖端技術,使其能夠在多種環境中有效運作。其運營模型圍繞幾個關鍵特徵構建: 類人計算機互動:該框架提供先進的AI規劃,力求使與計算機的互動更加直觀。通過模仿人類在任務執行中的行為,承諾提升用戶體驗。 敘事記憶:用於利用高級經驗,Agent S利用敘事記憶來跟蹤任務歷史,從而增強其決策過程。 情節記憶:此特徵為用戶提供逐步指導,使框架能夠在任務展開時提供上下文支持。 支持OpenACI:Agent S能夠在本地運行,使用戶能夠控制其互動和工作流程,與Web3的去中心化理念相一致。 與外部API的輕鬆集成:其多功能性和與各種AI平台的兼容性確保了Agent S能夠無縫融入現有技術生態系統,成為開發者和組織的理想選擇。 這些功能共同促成了Agent S在加密領域的獨特地位,因為它以最小的人類干預自動化複雜的多步任務。隨著項目的發展,其在Web3中的潛在應用可能重新定義數字互動的展開方式。 Agent S的時間線 Agent S的發展和里程碑可以用一個時間線來概括,突顯其重要事件: 2024年9月27日:Agent S的概念在一篇名為《一個像人類一樣使用計算機的開放代理框架》的綜合研究論文中推出,展示了該項目的基礎工作。 2024年10月10日:該研究論文在arXiv上公開,提供了對框架及其基於OSWorld基準的性能評估的深入探索。 2024年10月12日:發布了一個視頻演示,提供了對Agent S能力和特徵的視覺洞察,進一步吸引潛在用戶和投資者。 這些時間線上的標記不僅展示了Agent S的進展,還表明了其對透明度和社區參與的承諾。 有關Agent S的要點 隨著Agent S框架的持續演變,幾個關鍵特徵脫穎而出,強調其創新性和潛力: 創新框架:旨在提供類似人類互動的直觀計算機使用,Agent S為任務自動化帶來了新穎的方法。 自主互動:通過GUI自主與計算機互動的能力標誌著向更智能和高效的計算解決方案邁進了一步。 複雜任務自動化:憑藉其強大的方法論,能夠自動化複雜的多步任務,使過程更快且更少出錯。 持續改進:學習機制使Agent S能夠從過去的經驗中改進,不斷提升其性能和效率。 多功能性:其在OSWorld和WindowsAgentArena等不同操作環境中的適應性確保了它能夠服務於廣泛的應用。 隨著Agent S在Web3和加密領域中的定位,其增強互動能力和自動化過程的潛力標誌著AI技術的一次重大進步。通過其創新框架,Agent S展現了數字互動的未來,為各行各業的用戶承諾提供更無縫和高效的體驗。 結論 Agent S代表了AI與Web3結合的一次大膽飛躍,具有重新定義我們與技術互動方式的能力。儘管仍處於早期階段,但其應用的可能性廣泛且引人入勝。通過其全面的框架解決關鍵挑戰,Agent S旨在將自主互動帶到數字體驗的最前沿。隨著我們深入加密貨幣和去中心化的領域,像Agent S這樣的項目無疑將在塑造技術和人機協作的未來中發揮關鍵作用。

930 人學過發佈於 2025.01.14更新於 2025.01.14

什麼是 AGENT S

如何購買S

歡迎來到HTX.com!在這裡,購買Sonic (S)變得簡單而便捷。跟隨我們的逐步指南,放心開始您的加密貨幣之旅。第一步:創建您的HTX帳戶使用您的 Email、手機號碼在HTX註冊一個免費帳戶。體驗無憂的註冊過程並解鎖所有平台功能。立即註冊第二步:前往買幣頁面,選擇您的支付方式信用卡/金融卡購買:使用您的Visa或Mastercard即時購買Sonic (S)。餘額購買:使用您HTX帳戶餘額中的資金進行無縫交易。第三方購買:探索諸如Google Pay或Apple Pay等流行支付方式以增加便利性。C2C購買:在HTX平台上直接與其他用戶交易。HTX 場外交易 (OTC) 購買:為大量交易者提供個性化服務和競爭性匯率。第三步:存儲您的Sonic (S)購買Sonic (S)後,將其存儲在您的HTX帳戶中。您也可以透過區塊鏈轉帳將其發送到其他地址或者用於交易其他加密貨幣。第四步:交易Sonic (S)在HTX的現貨市場輕鬆交易Sonic (S)。前往您的帳戶,選擇交易對,執行交易,並即時監控。HTX為初學者和經驗豐富的交易者提供了友好的用戶體驗。

2.0k 人學過發佈於 2025.01.15更新於 2026.06.02

如何購買S

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歡迎來到 HTX 社群。在這裡,您可以了解最新的平台發展動態並獲得專業的市場意見。 以下是用戶對 S (S)幣價的意見。

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