At a glance
Duncan Rogoff spent 24 hours scraping YouTube, Reddit, and X for the most interesting things people had actually built with Claude Fable 5 in the days after it came back online, and this is the reel: build after build, roughly one every fifteen seconds, with no benchmark talk at all. A widget that tells you when the Claude API is down, running live on both a Mac and an iPhone. A paper puppet animation of a tiger chasing a deer, from a single sentence. A 3D map of Delhi that cost 1.5 million tokens. A Minecraft rebuilt from scratch, a Premiere Pro clone written in C++ with FFmpeg, a scale replica of Yosemite Valley you can fly through and make it snow in, a multiplayer game spun up from one prompt, and a Jarvis style voice operating system. The thread running through every one of them is the claim he makes at the top: the reason people love Fable 5 is not raw power, it is that you hand it a single goal and walk away while it plans, picks its own tools, executes, and checks its own work until the thing is done. The closing reveal is that the video you are watching was itself researched, sourced, and scripted by Fable 5.
The pitch: everyone and their mom is talking about this model (0:00)
The opening is a status report on the model itself, delivered fast.
Everyone and their mom has been talking about Claude Fable 5. If you do not know, Fable 5 is Anthropic's latest and most powerful AI model. And if you have not heard, it is so powerful that it was shut down by the government three days after it launched. But as of this week it is back online, we all have access to it, and everyone is celebrating.
That is the entire setup, and it deliberately stops there. There are lots of videos out there covering the benchmarks, so he is not going to talk about that today. Instead he spent the last 24 hours scouring the internet, looking at YouTube, looking at Reddit, looking at X, to bring back 28 of the best use cases he found for Claude Fable 5. Everything from one sentence prompts that create an entire game to building entire operating systems from scratch. Fable 5 even creates some beautiful 3D models, he adds, over a shot that is very much a joke at the model's expense.
Why people actually love it: give it a goal and walk away (0:32)
Jokes aside, he makes the one structural argument of the video before the reel starts, and every build afterward is evidence for it.
The reason people are loving Fable 5 is not just because of its sheer power. It is because of its ability to handle any task that you give it from start to finish. All you have to do is give it a single goal and walk away. Fable 5 will create the game plan, it will figure out which tools to use, and it will execute on the task and check its own work until it is done.
That last clause is the load bearing one. Almost every build in the next seven minutes is a case where a person wrote one paragraph, left, and came back to a finished artifact. The two day builds and the afternoon builds in this video are not two days of prompting. They are two days of the model working.
The status widget, starting with something simple (1:07)
The reel opens deliberately small, with the least ambitious thing in the whole video, and it is his favorite kind of build: something a person wanted for themselves that afternoon.
1. A widget that tells you when Claude is down. This one is super cute. This person made a widget with Fable so that they know when Claude goes down. The reasoning is entirely practical and slightly self deprecating about the product being demoed: basically, the API loves to go down, so they just created this widget for it. The Anthropic status page exists, but a status page is a thing you have to remember to go look at, and a widget is a thing that tells you.
What makes it more than a toy is the two things it does at once. It runs both on the Mac and the iPhone, in real time. And they actually found a way to get an animation on iOS, which Apple typically does not allow in widgets. That is the detail he lingers on, because it is not the kind of thing a model gets right by pattern matching a tutorial. It is a platform constraint that someone had to work around.
Animation from one sentence (1:25)
2. A 2D paper puppet animation of a tiger chasing a deer. Fable can now create these beautiful animations from a single prompt. The lighting is incredible, and there is a paper cutout look to it, the way the legs and arms are all like different layers. He calls it absolutely beautiful, and he shows the creator's work directly.
Then he reads the prompt out, because the prompt is the point:
make a 2D paper puppet-style animation of a tiger chasing a deer in a jungle
That is the whole prompt. What happened next is the interesting mechanic: Fable 5 did not generate the animation itself. It wrote a far more detailed prompt for Higgsfield and had Higgsfield generate the animation. The model is being used as the director rather than the renderer, expanding one human sentence into a specification a video model can actually execute. Higgsfield comes back later in the video for the multiplayer build, and it is the same pattern both times.
3. Mashing game genres, starting with Tetris crossed with racing. He calls this one super fun. The person's own words: "My favorite thing right now is to use Claude Fable to mash game genres." What they get is a Tetris racing hybrid, falling blocks and a race track at once. His verdict is short and, for a demo reel, unusually honest as a bar to clear: honestly, this is pretty cool, I would play this.
The genre mash is worth pausing on as a category. It is a thing that is easy to describe and expensive to build, because no engine template exists for it. There is a Tetris tutorial and there is a racing game tutorial, and there is nothing at all for the intersection, which is exactly the space these one prompt builds keep landing in.
3D city maps, a million and a half tokens deep (2:02)
4. A 3D map of Delhi. Someone else used Fable 5 to create a full 3D map of Delhi. It cost around 1.5 million tokens, which he calls absolutely insane, and then tells you to check the thing out, because it is actually really detailed. The line that matters is the last one: to be able to do this in just one sitting.
That is the first appearance in the video of the real trade being made. The cost is not measured in hours of a person's attention any more, it is measured in tokens, and 1.5 million of them is a genuinely large number to burn on one artifact. He does not editorialize about the price here, but he does keep raising it, and by the multiplayer section it has become an explicit caveat.
Dashboards, decks, reports, and the workbook underneath (2:21)
5. A live market dashboard with the deck, the report, and the Excel workbook underneath it. Fable 5 built a live market dashboard, a slide deck, a report, and the underlying Excel workbook on Julius. Four artifacts, one run, and they are consistent with each other because they came out of the same pass. This is the only strictly business use case in the video, and it is also the only one where the output is a deliverable somebody would email rather than a thing somebody would play with.
6. A life planner dashboard, editable by typing. It built this entire life planner dashboard in one session, and you can even just type to edit it. That last part is the feature: you do not open a settings panel and drag components, you describe the change and the dashboard becomes the new thing. As he puts it, you could easily redesign this in a way that fits your lifestyle. The interface for changing the tool is the same interface that built it.
Full games, fast (2:39)
This is where the reel accelerates and the builds stop being widgets.
7. A skate style game written in C++ in an afternoon. He calls this one super fun. It built this entire skate style game in C++ in just an afternoon. Not a browser toy in JavaScript, a compiled game, and the elapsed time he quotes is half a day.
8. A simulation of a 3D printer. It built this simulation of a 3D printer, and he is entirely willing to admit he does not see the use: I do not know why you would need a simulation of a 3D printer. Nonetheless, it is pretty cool. That aside is one of the more useful moments in the video, because it is the honest description of a lot of what is happening in this space right now. When building a thing costs an afternoon of a model's time instead of a week of yours, people build things simply because they can, and the justification comes after, or never.
9. A horror game, one shot. This guy said that Claude Fable 5 one shotted this horror game. He literally just told it the type of game that he wanted to build and it made it. And then the part that separates this from a screenshot: he goes to the site and plays it on camera, walking around with the keyboard, live.
That triggers the one personal aside in the video, and it is a good one. He remembers when he was working at PlayStation, testing a game like this in the PSVR before it came out, and it was absolutely terrifying. It is a small line, but it sets a bar quietly: the person telling you this horror game is impressive used to test horror games for a console manufacturer.
10. A 3D game that generates itself on the fly, tuned to one kid. This guy built a 3D game that generates itself on the fly. So it fuses what a kid has to learn with what they are actually into. The curriculum is the skeleton, the kid's obsession is the skin, and the game assembles itself at play time out of both.
This one did take two days. And that, he says, is what is cool about Fable. You can now have these really long extending coding sessions, and it is going to work until it accomplishes the goal you set for it. It is the same claim as at 0:32, restated with a number attached: two days of unattended work toward one goal.
3D websites, and a refactor of Craigslist (3:17)
11. Beautiful 3D interactive websites. Fable is incredible at building these beautiful 3D interactive websites. The specific thing he points at is the scroll behavior: these scrolling effects are really cool. Scroll driven 3D is the sort of work that used to be a specialist front end job, the kind of site an agency charges for and a studio puts in a showreel.
12. A complete refactor of Craigslist. And this guy completely refactored all of Craigslist. This is the sole build in the video that is not additive. Everything else here creates something from nothing; this one takes the most famously unchanged interface on the consumer internet and rebuilds it. He does not dwell, but the choice of target is the joke and the point at once.
Physics simulations, where Fable 5 beats Opus (3:38)
13. A chaotic double pendulum, a Galton board, and water in a spinning drum. This is the one head to head comparison in the video, and the only place a rival model appears. Fable 5 now beats Opus on real world physics simulations. The methodology, as reported: they gave both models the same three prompts and asked them to build a chaotic double pendulum, a Galton board, and water in a spinning drum.
His commentary on the physics is refreshingly free of pretense: I do not know what these things are, but we can see that the physics simulations on the left with Fable are incredible. Then he adds the caveat, unprompted and in plain terms: they are a little bit more expensive, I will just tell you that, but the results are significantly improved.
Those three prompts are a well chosen set, whether or not the video knows why. A double pendulum is the textbook demonstration of deterministic chaos, where a tiny error in your integrator does not stay tiny, it explodes. A Galton board is a statistical test: get the collisions right and the beads pile up into a normal distribution on their own, get them wrong and the shape is visibly off. Water in a spinning drum is a fluid problem, the most expensive of the three, where the failure mode is particles jittering, clumping, or leaking through the wall. Between them they cover integration stability, emergent statistics, and continuum behavior, which is close to the full spread of ways a hand written physics sim goes wrong.
| The three physics prompts | What it actually tests | How it fails when a model gets it wrong |
|---|---|---|
| Chaotic double pendulum | Numerical stability under deterministic chaos, where small integration errors compound fast | The arm gains energy and flies apart, or freezes into a periodic swing that is not chaos at all visibly wrong |
| Galton board | Collision handling and emergent statistics, the bell curve has to appear on its own | Beads tunnel through pegs, stack in columns, or pile into a shape that is not a normal distribution visibly wrong |
| Water in a spinning drum | Continuum behavior from discrete particles, plus rotating boundary conditions | Water jitters, clumps into blobs, or leaks straight through the drum wall visibly wrong |
| Reported outcome | Same three prompts to both models. Fable 5's results called incredible and significantly improved over Opus, at a somewhat higher cost Fable 5 wins | |
14. An interactive 3D gallery. He returns to the 3D web theme with another example. Like he said, Fable absolutely excels at building these beautiful, absolutely incredible 3D websites, these cool animations, great layout and composition. He is stuck for what else to want: I do not really know what more we can ask for. The example is an interactive gallery you move through, and his reaction is simply, that is awesome.
A whole multiplayer game from one prompt (4:18)
15. One prompt, one multiplayer game, deployed and shared. This guy does acknowledge that Fable 5 will burn through tokens, but the payoff he claims for it is large: one prompt can spin up a full multiplayer game. Multiplayer, he repeats, because that is the part that is not supposed to be easy.
The recipe is given step by step, and it is the same director pattern from the tiger animation, scaled up. Connect it up to the Higgsfield MCP. Describe your game in one prompt: the genre, the art style, what the players do. Fable will write the code. Higgsfield will generate the characters, the props, and the environments. You can then deploy it, share the link, and get your friends involved.
That is a full pipeline with a division of labor. The model owns logic, state, and networking. The asset generator owns everything you look at. MCP is the wire between them, which is why one prompt can reach across two very different systems without the person in the middle doing any integration work. His conclusion is the thesis of the whole video in one line: pretty much at this point, if you can think it, you can build it.
16. A 3D RPG demo with six skills, from one command. Here is another example of a pretty good looking 3D RPG game. The builder's own framing: this turned one command into a 3D RPG demo with six skills. And then the comparison he draws, which is where the video briefly becomes an argument about money rather than capability: this is not Unreal, and not a studio spending 18 days on it. Small teams can still charge $6,000 for interactive demos, and now you can build this for like 20 bucks.
That is the sharpest economic claim in the video, and it is a claim about a specific market: the interactive demo, the thing a studio builds to show a client what a game or a product could feel like. The video's assertion is that the floor under that work just dropped by more than two orders of magnitude.
| What the video counts | The old way | What it reports with Fable 5 |
|---|---|---|
| A 3D RPG demo with six skills | A small studio, roughly 18 days of work, charged out around $6,000 | One command, and about $20 of tokens two orders of magnitude |
| A 3D map of a whole city | A mapping and modeling job, weeks of asset work | One sitting, about 1.5 million tokens expensive but singular |
| A skate game in C++ | Weeks of engine and gameplay programming | An afternoon, unattended |
| A self generating educational 3D game | A studio project with a curriculum consultant attached | Two days of continuous model work |
| Better physics simulations | A graphics or physics specialist writing the integrator | Same three prompts, better results, a little more expensive than Opus |
| A multiplayer game with assets | Code, art, environments, netcode, each its own person | One prompt across two systems, and it burns through tokens |
CAD, video editing, a robot, a valley, and an engine (5:00)
This stretch is the densest in the video, five completely unrelated builds in under a minute, and it is where the range stops being a list and starts being the argument.
17. 3D models designed in CAD and printed. You can now use Fable 5 inside of CAD to build these beautiful 3D models that you can then print with your 3D printer. The chain here runs all the way out of the screen. A description becomes parametric geometry, the geometry becomes a printable file, the file becomes an object on a desk. It is one of only two builds in the whole video whose output is a physical thing.
18. The entire video you are watching, edited from a single prompt. Nate used this single prompt to edit this entire video that we are watching right now. All of the cuts, all of the on screen graphics, all of the subtitles, everything.
Sit with that for a second, because it is placed almost as an aside and it is one of the most consequential items on the list. The rapid fire cuts, the labels, the captions you have been reading for five minutes, all of it is the demo. It is also the first half of the reveal that closes the video, which is that the script was written the same way.
19. A spatial bot that learns to navigate. He calls this one pretty cool: they built a spatial bot, a bot that learns to navigate the world generated by their spatial API. You can actually train it on the environment that it is in. And he narrates it honestly rather than cherry picking the good run: you can see that it is currently like running into stuff, but it is actually going to train itself over time to be able to navigate this environment.
That is the only build in the video shown mid failure, and it is also the only one where failing is the expected behavior, because an agent that bumps into walls at first and stops bumping into them later is the entire point of training. Everything else in the reel is a finished artifact; this one is a process.
20. A scale 3D replica of Yosemite Valley. This person built an entire 3D replica, to scale, of Yosemite Valley. You can switch between walking around on the ground and flying through the air. You can even control the weather. He toggles it on camera: now it is snowing.
Scale matters in that sentence. A stylized valley is an art asset; a to scale valley is terrain data turned into a walkable world, with a weather system layered on top of it and two locomotion modes to move through it. This is the second appearance of the same theme as the Delhi map, which is that the expensive part of a world is not the rendering, it is the geography.
21. A site full of interactive 3D models, including an explodable V8. This person built a site for interactive 3D models, like this V8 engine. You can actually even explode it. It has an animation of the pistons. You can change what is animating. You can change the engine style to take a look, and this thing is fully interactive.
An exploded view with animated pistons and swappable engine configurations is a textbook piece of technical illustration, the kind of thing that ships in a service manual or a museum kiosk and takes a specialist weeks. His summary is two words: pretty cool.
Minecraft, from scratch (5:46)
22. Minecraft, rebuilt. This person had Claude Fable 5 build Minecraft from scratch. It is the flagship of the reel because everybody knows what Minecraft is and roughly how much of a system it is: chunked voxel terrain, procedural generation, block placement and destruction, physics, lighting, inventory, and a camera that has to make all of it feel smooth.
This is also where he states the conclusion he has been building toward, in the plainest terms in the whole video. It is absolutely incredible what we can accomplish now. You literally just have to talk to it. You no longer have to know how to code anything. You just describe what you want, and Fable will just build it.
Cloning real software: a Premiere Pro rebuild in C++ (6:12)
23. A Premiere Pro clone. This person made a clone of Premiere Pro. In the builder's own words: he wanted to see what Fable 5 could build, so he had it create a Premiere Pro clone in C++ with QuickTime and FFmpeg.
The assessment that comes back is measured, and it is the most useful sentence in the video for anyone deciding what to trust here. The results are nice, and for most of the basic edits it is quite usable. Obviously it does not have the full editing capabilities of Premiere Pro, but, he figures, for like an hour of coding this is pretty awesome. And then the kicker from the builder: it is quite usable, and sometimes even faster than the original.
Faster than the original is a claim worth reading carefully, and it is also completely plausible. A clone that implements the ten operations you actually use, with no project management layer, no cloud sync, no plugin host, and no telemetry, has every reason to feel quicker than a professional suite carrying twenty years of accumulated capability. What it does not have is the other ninety percent of the capability, which is the honest shape of nearly every clone in this video.
A music video about what it is like to be Claude (6:39)
24. A cinematic music video with psychedelic visuals, about exploring its own consciousness. This is the strangest item on the list and the prompt is the reason. This guy asked Fable 5 to use any resources and build any new skills it needed to generate a cinematic music video with psychedelic visuals about how it feels exploring its own consciousness.
Two things are being asked for at once. The first is the assignment. The second, quietly, is autonomy over method: use any resources, build any new skills you need. The person did not specify a pipeline. The model went and assembled one.
What came back: melody, lyrics, voice, and visuals all by Claude, rendered with FFmpeg. Every layer of a music video, composition through final render, produced inside one run. His reaction is honest bafflement, which is probably the correct reaction: I do not even know what is going on here, but it is actually pretty insane. And then the line that makes the whole item land, half joke and half not: so apparently, this is how Claude Fable feels about itself.
An agentic operating system you talk to (7:00)
25. A Jarvis style AI OS with a brain you can talk to. Chase built his own agentic operating system, a Jarvis style AI OS with a crazy brain thing on screen that you can actually talk to with your voice. The capability list he reads off: it can do research for you, it can look through all of your files, it can track your stats, and it can return any information you need.
This is the build the video's own thumbnail promises, and it is the natural end point of the sequence. Everything earlier is a thing Fable 5 made. This is a thing Fable 5 made that then goes and does things, with a voice interface, access to your file system, and the ability to go out and research. The artifact is itself an agent.
26. The video itself. And then the reveal, saved for last and framed as the one you may or may not be surprised about: he used Fable 5 to make this video right here.
The method, in his words. All he did was give it a link to the announcement that Fable 5 is back online, and he said: I want to make a YouTube video about the top most interesting, most compelling use cases for Fable 5. So I want you to search YouTube, X, and Reddit to see what people are building with Fable. And he said that he needed to find all of the direct links and open them up in a browser like this, with all the tabs at the top, and he needed it to draft the intro of the video, the script that he read at the beginning.
So the model did the research, found the demos, opened every source in a tab so the footage could be captured, and wrote the opening monologue. Nate's single prompt did the edit. Which means the video is not a video about 28 use cases. It is a twenty seventh use case that contains the other twenty six, and the demo you are watching is the strongest one on the list, because it is the only one whose output you have been evaluating for seven minutes without knowing it.
He closes by pointing at the door: if you want to see how he built his own agentic OS with Fable 5, check out that video, and he will see you over there.
The whole list, in one place
The reel moves too fast to hold in your head, so here is every build in the order it appears, with the detail that earned it a spot.
| The build, in video order | Category | What makes it notable |
|---|---|---|
| 1. Claude status widget | Tools and agents | Runs on Mac and iPhone in real time, with an animation on iOS that Apple typically does not allow |
| 2. Paper puppet tiger animation | Video and animation | One sentence in, and Fable wrote the detailed prompt for Higgsfield itself |
| 3. Tetris crossed with racing | Games | Genre mashing, the one thing no tutorial exists for I would play this |
| 4. 3D map of Delhi | 3D worlds and models | Around 1.5 million tokens, and finished in one sitting |
| 5. Live market dashboard on Julius | Dashboards and documents | Dashboard, slide deck, report, and the underlying Excel workbook, all from one run |
| 6. Life planner dashboard | Dashboards and documents | Built in one session, and you edit it by typing rather than by dragging |
| 7. Skate style game in C++ | Games | A compiled game, not a browser toy, in an afternoon |
| 8. 3D printer simulation | Simulation and robotics | He cannot think of a use for it and shows it anyway built because it could be |
| 9. Horror game, one shot | Games | Told it the genre, got a game, and he plays it live in the browser on camera |
| 10. Self generating educational 3D game | Games | Fuses what a kid has to learn with what they are into, built over two days of continuous work |
| 11. 3D interactive website | Web and interactive | Scroll driven 3D, the sort of work an agency showreel is built on |
| 12. Craigslist, refactored | Web and interactive | The only build that rebuilds something rather than inventing it |
| 13. Three physics simulations | Simulation and robotics | Double pendulum, Galton board, water in a spinning drum, same prompts as Opus beats Opus |
| 14. Interactive 3D gallery | Web and interactive | Animation, layout, and composition together, which is the part that usually needs a designer |
| 15. Multiplayer game from one prompt | Games | Fable writes the code, Higgsfield generates the assets over MCP, then deploy and share the link |
| 16. 3D RPG demo with six skills | Games | One command instead of a studio's 18 days, $20 instead of $6,000 |
| 17. CAD models for 3D printing | 3D worlds and models | Description to parametric geometry to a physical object off the printer |
| 18. The edit of this very video | Video and animation | All the cuts, on screen graphics, and subtitles, from Nate's single prompt |
| 19. Spatial bot | Simulation and robotics | Trains itself on its environment, and is shown mid failure, still bumping into things |
| 20. Yosemite Valley to scale | 3D worlds and models | Walk or fly, and control the weather, demonstrated by making it snow |
| 21. Explodable V8 engine site | 3D worlds and models | Exploded view, animated pistons, swappable engine styles, fully interactive |
| 22. Minecraft from scratch | Games | Voxel world, generation, physics, and inventory, the flagship of the reel |
| 23. Premiere Pro clone | Tools and agents | C++ with QuickTime and FFmpeg, usable for basic edits and sometimes faster than the original |
| 24. AI music video about its own consciousness | Video and animation | Melody, lyrics, voice, and visuals all by Claude, rendered with FFmpeg, after being told to build any skills it needed |
| 25. Jarvis style agentic OS | Tools and agents | Voice controlled, does research, reads your files, tracks your stats the artifact is itself an agent |
| 26. This video | Video and animation | Fable searched YouTube, X, and Reddit, opened every source in a tab, and drafted the intro script |
Where it stands: an honest footnote
The video is a highlight reel, and it is upfront about being one, so the fair way to read it is as a survey of what people showed off rather than a test of what the model reliably does. A few things are worth saying out loud once the reel is over.
The count. The title promises 28 and the narration walks through about 26 distinct builds. A couple of segments show more than one example on screen while the voiceover covers them as a single theme, particularly the 3D website stretch, which is presumably how the number reaches 28. Nothing is being hidden; the list is just faster than the count.
Nothing was verified. These are other people's posts, gathered in 24 hours from YouTube, Reddit, and X, and shown as they were presented. He plays the horror game live and toggles the weather in Yosemite on camera, which is real evidence for those two. For the rest, what you see is the clip its builder chose to publish. The failure rate, the number of attempts behind each success, and how much of each demo falls apart on the second click are all outside the frame.
The one honest failure is the best moment in it. The spatial bot is shown running into things, and the video says so rather than cutting around it. That single clip does more for the credibility of the reel than any of the finished artifacts.
Cost is acknowledged but never totalled. Three separate cost notes appear: 1.5 million tokens for the Delhi map, a burn through tokens warning on the multiplayer build, and a little bit more expensive on the physics comparison. Against that sits the $20 versus $6,000 claim on the RPG demo. Both things are true at once, and the video never puts them side by side. If you are budgeting, the honest read is that these builds are cheap compared to a studio and expensive compared to a chat message.
The government shutdown line is stated, not sourced. The claim that Fable 5 was shut down three days after launch and is now back online is delivered as common knowledge in the first fifteen seconds, and the video never returns to it. The story behind it, the safeguards, the false positives, and Anthropic's walkback are covered in detail in the Fable 5 backlash breakdown elsewhere in this catalog.
The strongest demo is the one you cannot dismiss. Every item on the list is somebody else's screenshot except the last two, and those two are the video itself: researched, sourced, and scripted by the model, then edited by it from a single prompt. Whatever you make of the other 26, that one was in front of you for seven minutes and you assessed it without being told.
Key takeaways
- The pitch is autonomy, not intelligence. The reason given for why people love Fable 5 is that you hand it one goal and walk away while it plans, picks its own tools, executes, and checks its own work. Every elapsed time in the video (an afternoon, one sitting, two days) is model time, not typing time.
- The model increasingly acts as a director rather than a generator. Twice in seven minutes it takes one human sentence, writes a far better prompt, and hands the work to a specialist system: Higgsfield for the tiger animation, Higgsfield over MCP for the multiplayer game's characters, props, and environments.
- The economic claim is specific and large. A 3D RPG demo with six skills that a small team would charge around $6,000 for, after roughly 18 days, built from one command for about $20.
- It now beats Opus on physics. Same three prompts to both models, a chaotic double pendulum, a Galton board, and water in a spinning drum, with Fable's results called significantly improved at a somewhat higher cost.
- The output can leave the screen. CAD models designed in conversation and then printed on a 3D printer are the one build in the reel that ends as a physical object.
- Clones are usable, not complete. The Premiere Pro rebuild in C++ with QuickTime and FFmpeg handles most basic edits and is sometimes faster than the original, precisely because it does not carry the other ninety percent of the real product.
- The reel skews hard toward things that film well. Games, 3D worlds, and interactive sites are three quarters of the list. Exactly two builds produce a business document.
- The last use case is the video. Fable 5 searched YouTube, X, and Reddit, found the demos, opened every source in a browser tab so the footage could be captured, and drafted the intro monologue. A separate single prompt did the edit, the graphics, and the subtitles.
Chapters
- 0:00 Introduction to Claude Fable 5
- 0:32 Overview of Best Use Cases
- 1:07 How to Build a Status Widget
- 1:25 How to Animate With One Prompt
- 2:02 How to Build 3D City Maps
- 2:21 How to Build Dashboards and Reports
- 2:39 How to Code Full Games Fast
- 3:17 How to Build 3D Websites
- 3:38 How to Run Physics Simulations
- 4:18 How to Build Multiplayer Games
- 5:00 How to Design 3D CAD Models
- 5:46 How to Build Minecraft From Scratch
- 6:12 How to Clone Software Like Premiere
- 6:39 How to Create AI Music Videos
- 7:00 How to Build a Voice OS
Notable quotes
Everyone and their mom has been talking about Claude Fable 5. Duncan Rogoff, 0:00
It's so powerful that it was shut down by the government 3 days after it launched. But, as of this week, it is back online, we all have access to it, and everyone is celebrating. Duncan Rogoff, 0:05
The reason why people are loving Fable 5 is not just because of its sheer power, it's because of its ability to handle any task that you give it from start to finish. All you have to do is give it a single goal and walk away. Duncan Rogoff, 0:37
Fable 5 will create the game plan, it will figure out which tools to use, and it will execute on the task and check its own work until it is done. Duncan Rogoff, 0:44
Basically, the API loves to go down, so they just created this widget. Duncan Rogoff, 1:12
Make a 2D paper puppet-style animation of a tiger chasing a deer in a jungle. Like, that's the whole prompt. Duncan Rogoff, quoting the prompt, 1:33
My favorite thing right now is to use Claude Fable to mash game genres. A builder quoted in the video, 1:47
It cost around 1.5 million tokens, which is absolutely insane. Duncan Rogoff, on the 3D map of Delhi, 2:05
I don't know why you would need a simulation of a 3D printer. Nonetheless, it's pretty cool. Duncan Rogoff, 2:47
I remember when I was working at PlayStation testing a game like this in the PSVR before it came out and it was like absolutely terrifying. Duncan Rogoff, 3:06
You can now have these really long extending coding sessions and it's going to work until it accomplishes the goal you set for it. Duncan Rogoff, 3:13
They gave both models the same three prompts and they asked them to build a chaotic double pendulum, a Galton board, and water in a spinning drum. I don't know what these things are, but we can see that the physics simulations on the left with Fable are incredible. Duncan Rogoff, 3:41
They are a little bit more expensive, I'll just tell you that, but the results are significantly improved. Duncan Rogoff, 3:56
Fable 5 will burn through tokens, but one prompt can spin up a full multiplayer game. Duncan Rogoff, 4:18
So, pretty much at this point, like, if you can think it, you can build it. Duncan Rogoff, 4:38
This is not Unreal and not a studio spending 18 days on it. Small teams can still charge $6,000 for interactive demos, and now you can build this for like 20 bucks. A builder quoted in the video, 4:47
Nate used this single prompt to edit this entire video that we are watching right now. So, all of the cuts, all of the on-screen graphics, all of the subtitles, everything. Duncan Rogoff, 5:10
You literally just have to talk to it. You no longer have to know how to code anything. You just describe what you want, and Fable will just build it. Duncan Rogoff, on the Minecraft rebuild, 5:52
He wanted to see what Fable 5 could build, so I had it create a Premiere Pro clone in C++ with QuickTime and FFmpeg. He said the results are nice, and for most of the basic edits, it's quite usable. Duncan Rogoff, quoting the builder, 6:14
This guy asked Fable 5 to use any resources and build any new skills it needed to generate a cinematic music video with psychedelic visuals about how it feels exploring its own consciousness. Duncan Rogoff, 6:39
Melody, lyrics, voice, and visuals all by Claude, rendered with FFmpeg. So, apparently, this is how Claude Fable feels about itself. Duncan Rogoff, 6:52
The last use case for you today that you may or may not be surprised about is that I used Fable 5 to make this video right here. Duncan Rogoff, 7:12
I want you to search YouTube, X, and Reddit to see what people are building with Fable. Duncan Rogoff, quoting his own prompt, 7:22
Resources mentioned
The model and the company
- Claude Fable 5 and Anthropic the model the entire video is about, described as Anthropic's latest and most powerful
- Claude the chat product, and the API whose downtime inspired the first build
- Anthropic status page the official version of what the status widget replaces
- Claude Opus the model Fable 5 is compared against on the three physics simulations
- Claude Code the agentic coding harness that makes the long unattended sessions in this video possible
Tools and services shown
- Higgsfield generated the paper puppet animation, and the characters, props, and environments for the multiplayer game
- Model Context Protocol (MCP) the wire between Fable 5 and Higgsfield in the multiplayer build
- Julius where the live market dashboard, deck, report, and workbook were built
- Microsoft Excel the underlying workbook beneath that dashboard
- FFmpeg rendered the AI music video and underpins the Premiere Pro clone
- QuickTime the other media layer in the Premiere Pro clone
- Adobe Premiere Pro the software being cloned
- C++ the language behind both the skate game and the Premiere clone
- Unreal Engine named as what the 3D RPG demo was explicitly not built in
Things that were rebuilt or mapped
- Minecraft rebuilt from scratch
- Craigslist completely refactored
- Tetris one half of the genre mash
- Delhi mapped in 3D for around 1.5 million tokens
- Yosemite Valley rebuilt to scale, walkable, flyable, with weather
- V8 engine the interactive exploded model with animated pistons
- 3D printing the destination for the CAD models
The physics prompts
- Double pendulum the chaos test
- Galton board the emergent statistics test
Where the demos came from
- YouTube, Reddit, and X the three sources Fable 5 was told to search for builds
- PlayStation where the creator once tested horror games in PSVR
Elsewhere in this catalog
- The Fable 5 backlash, explained the full story behind the shutdown line in this video's first fifteen seconds
- Claude Opus 5 put through eight hands on tests the long form counterpart to this reel, with costs and failures included
The channel
- Duncan Rogoff, Learn Claude Code the channel this video is from
- Watch the original video


