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Thank you @RemixGG_ and @gam3sgg
It was an honor to be nominated. Felt truly special.
Onwards and upwards. 🚀 Only Day 1 🟦
Congratulations Legends
@chukinice @Verror09 @LeevaiNFT @InsideTheSim
Volks retweeted
Obsession + pattern recognition + not giving a f*ck + delusional optimism is the highest form of intelligence.
You must believe you are special. Then go so f*cking hard, for so long, with such violent refusal to accept any other ending, that reality itself starts running out of ways to tell you no. Wage a daily war against the ordinary outcome until the belief you invented from nothing, alone in a room, has been hammered into the world so many times that it stops being a claim and becomes reality.
Volks retweeted
Millennials are at that point in life where we are too experienced to start from scratch, too broke to retire, too burned out to keep going, and too fed up to even give a f*ck about corporate anymore.
Volks retweeted
Breaking: @Pioneer__Labs has engineered a microbe able to live on Mars, consuming solely nutrients found on the planet to create building materials.
I interviewed @erika_alden_d, the CEO, to learn how they did it and what might come next. Much of the interview was about bottlenecks to growing life on Mars; the planet has tons of water, but only in the form of ice. (If you melted all that ice, it would create an ocean 100 feet deep across the entire planet!)
Similarly, we talked about the dirt. Martian regolith has salts, heavy metals, and perchlorates that are toxic to many organisms. Some microbes on Earth are able to break down these toxins, though, so Pioneer is engineering them to make them better at eating those toxins while adding nutrients back into the soil. This could possibly help support plant life in the future.
Watch the full episode and subscribe to @AsimovPress for more.
0:00 A first microbe engineered for Mars
5:03 Simulating Martian chemistry
8:27 The five "pioneer species"
17:20 Water, warming, and nitrogen
26:39 Radiation, growth rates, and poor measurements
35:49 Starship
41:05 Why create a second biosphere?
Created a full @threejs game using @KenneyNL assets and more. Complete progression, nearly Steam-ready... soft launch available on @RemixGG_. feedback is welcome.
remix.gg/?game=821dec98-a74b…
Volks retweeted
When Vibe Coding starts to resemble Directing more than Programming
1. Decision making is the lifeblood of a vibe coder. Your product lives or die based on your decisions.
Vibe coding makes it easier than ever to build things quickly. With tools like Cursor and Claude Code, you can sketch out prototypes, build features, and even whole products in a fraction of the time it used to take. That speed is genuinely exciting.
But it also changes where the difficulty sits.
When execution gets cheaper, the limiting factor is no longer how fast you can write code. It becomes how well you decide what to build, what to keep, and what to leave out.
In that sense, a vibe coder feels closer to a film director than a traditional programmer.
A film director is not usually the person operating the camera, holding the lights or building the set. Their job is to decide how everything comes together so the film feels coherent. What matters most is not the individual shots, but the overall experience and vision.
Vibe coding works the same way. AI can generate a lot for you. It can write systems, wire things up, and offer endless variations. What it cannot do is tell you which version actually serves the product vision you have.
That responsibility still sits with you.
If you follow this analogy through, it also explains something else. Just as there are great directors and mediocre ones, the same range exists in vibe coding. The tools are largely the same. The difference shows up in taste, restraint, and the ability to hold a clear vision across many small decisions.
2. Why this can feel uncomfortable for some programmers
Looking at vibe coding this way also helps explain why some programmers struggle with it, even if they are technically very strong.
Programming and directing are fundamentally different roles.
Traditional programming rewards clarity, correctness, and well-defined problems. You are often given constraints, requirements, and success conditions. The work is about finding good solutions within those boundaries. Many programmers are excellent at this, and it is a valuable skill.
Vibe coding shifts the emphasis. The problem space is less defined. The constraints are looser. Instead of being asked to solve a specific problem, you are often asked to decide which problem is worth solving in the first place.
That can feel unsettling if you are used to clear specs and objective correctness. There is no compiler error for a feature that technically works but weakens the overall experience. There is no test that fails when a product feels bloated or unfocused.
Directors deal with this ambiguity all the time. They make calls based on instinct, taste, and intent, knowing there is rarely a single correct answer. Vibe coding pulls programmers into a similar space, whether they like it or not.
This does not mean programmers are bad at vibe coding. It just means the skill set required is different. The challenge is less about technical ability and more about being comfortable making subjective calls and living with their consequences.
3. Decisions per hour is the new bottleneck
One thing I have noticed is that vibe coding increases the number of decisions you make in a short span of time. You are no longer blocked by implementation details, so you move straight from idea to choice. That can be energising, but it can also be draining in a different way.
It is easy to keep adding things simply because you can. It is harder to pause and ask whether something is actually making the experience better.
Directors run into this during editing. They might love a scene, but realise the film works better without it. Vibe coding creates similar moments. A system might be clever or fun to build, but still not belong in the final product.
Over time, this becomes less about tools and more about taste. Taste is recognising when something technically works but does not help the overall experience. Taste is being willing to remove things that took effort to create.
AI accelerates the process, but it does not remove the need for judgment. If anything, it makes that part more visible. When things go wrong, it is rarely because the tools were not capable enough. It is usually because the product lacked a clear vision.
4. Vibe coding is still very much a human exercise.
The code may be generated, but the decisions are not. And in the end, those decisions are what people actually experience.
If this analogy holds, then “vibe coder” may be a misleading label for a role that is increasingly about direction rather than coding, and perhaps the name deserves another look.
Volks retweeted
We are the first human beings to see a Mars sunset.
There is something so humbling about realizing the same sun we see every day looks completely different from another world. 🌌
What an amazing year it was 🫡💙
Thanks for playing…
Taking a short break, then starting 2026 like:
LFG GOGOGO!!! 🚀 @RemixGG_
Listen and make your own song with Suno. suno.com/s/HpJde4H6OaTxrfg4?…
Volks retweeted
Today we’re releasing the first layer of the Remix economy on @Base.
- A friendly 90/10 split
- Onchain payment rails
- Instant withdrawals
Create a game, earn from it, and take money out anytime.
Boosts are step one.
In-game unlocks and achievements are next.
It’s a foundation we’ll keep building on, giving creators flexible ways to earn from the games they make.
Soon, game creators (for example) could make
- Custom achievements only unlockable by boosters of their game
- Gated characters and content
- Cosmetic marketplaces
We think this will encourage the builders to focus on making higher quality experiences that players want to return to and reduce the current emphasis on needing to make so many games.
This iteration is more of a building block than a full feature release.
For now Boosts are fairly simple
- Each boost is a transaction on Base
- Get a collectable border on games you boost
- The boosted game gets more discovery in our algo
To celebrate the launch, we’re doing a $100 tournament for every game that passes $100 in boosts over the next 7 days, up to 20 games.
Those tournaments will take place from Dec 5th-8th.
Let’s keep building the future of gaming together.
One step at a time.
It's here! 🔥
Exciting times! Got lots of ideas for tier boosts.
Let the experiments begin! 😁
Today we’re releasing the first layer of the Remix economy on @Base.
- A friendly 90/10 split
- Onchain payment rails
- Instant withdrawals
Create a game, earn from it, and take money out anytime.
Boosts are step one.
In-game unlocks and achievements are next.
It’s a foundation we’ll keep building on, giving creators flexible ways to earn from the games they make.
Soon, game creators (for example) could make
- Custom achievements only unlockable by boosters of their game
- Gated characters and content
- Cosmetic marketplaces
We think this will encourage the builders to focus on making higher quality experiences that players want to return to and reduce the current emphasis on needing to make so many games.
This iteration is more of a building block than a full feature release.
For now Boosts are fairly simple
- Each boost is a transaction on Base
- Get a collectable border on games you boost
- The boosted game gets more discovery in our algo
To celebrate the launch, we’re doing a $100 tournament for every game that passes $100 in boosts over the next 7 days, up to 20 games.
Those tournaments will take place from Dec 5th-8th.
Let’s keep building the future of gaming together.
One step at a time.
Volks retweeted
this is sick! showing off some our best creators
@InsideTheSim @volksverse @ZER0dinar @LeevaiNFT @KingJackNFT @Verror09 @vibedeploy @chukinice
thanks for making this @_mrRetweet1
This is 🔥🔥🔥🎮
this is sick! showing off some our best creators
@InsideTheSim @volksverse @ZER0dinar @LeevaiNFT @KingJackNFT @Verror09 @vibedeploy @chukinice
thanks for making this @_mrRetweet1



















