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ISSUE #72 • Oct 16, 2026 • 18 MIN READ

Can Haiku 5.5 Beat Opus 5.5?

Last week Anthropic launched Haiku 5.5, its cheapest small model yet. Within days, my YouTube feed had moved on to a much bigger question: can Haiku 5.5 beat Opus?

Haiku, the little one — the model most of us have used for one very silly job (more on that later).

Taking on Opus?

Anthropic, for its part, calls it “the cheapest, fastest, and most capable small model we’ve ever released”. The basics:

  • Launched: October 7, 2026
  • Price: $0.10 per million input tokens and $0.50 per million output tokens (for prompts up to 100k tokens)

That’s a bold line. YouTube, meanwhile, had its eye on a different prize.

Two YouTube video cards, one above the other. The top one, a thumbnail of an army of small orange robots labelled Haiku 5.5 Army facing one big orange robot labelled Opus 5.5, is titled Can an Army of Claude Haiku 5.5 Subagents Beat Opus 5.5? by Dubibubi. The bottom one, a black thumbnail reading Haiku 5.5 Better Than Opus 5.5? with hand-drawn notes like 40 times cheaper, is titled Haiku 5.5 Is Faster, Cheaper, and Better Than Opus 5.5? What Is Going On? by Marfil Draws and Local Explained

Those two are Can an Army of Claude Haiku 5.5 Subagents Beat Opus 5.5? by Dubibubi, and Haiku 5.5 Is Faster, Cheaper, and Better Than Opus 5.5? What Is Going On?, a collab between Marfil Draws and Local Explained.

Both titles end in a question mark, which I appreciate. The second thumbnail asks it most bluntly: “Haiku 5.5 Better Than Opus 5.5?”

Is it tho?

Here’s why the question matters. Haiku costs a sliver of what Opus costs. If the cheap model can do the job, everyone’s usage stretches a whole lot further.

If you’re on a Pro or Max plan, you know exactly which number I mean. The weekly bar is the number everyone watches, like a fuel gauge on a long drive with no petrol station in sight. A model that could do Opus-level work at Haiku prices would make that bar last a lot longer.

So I made it build the same game twice. (Of course I did.)

I reused the family of prompts from my post two weeks ago, Can Sonnet 5.5 Really Build a Full Game From One Prompt? I Tested It., where one prompt and about five hours got me a playable kart racer. The cloud setup stayed the same as well: one prompt from me, then silence until the report came back.

The two rounds:

  • Round one: Haiku 5.5 as the boss, running five Haiku 5.5 workers
  • Round two: Opus 5.5 as the boss, running the same five Haiku workers

One of them genuinely surprised me.

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Round One: Haiku 5.5 Runs the Whole Show

Round one first. I handed the whole job to Haiku, boss and crew alike, with this prompt:

I need you to launch five haiku 5.5 sub-agents and help me build a triple A quality game that is a clone of "_____". What I want you to do is I want you to launch these sub-agents, build the game without asking me any questions at all, and use ThreeJS to build the gameMake sure to create a new branch for this game called it "games/__-haikumax"Since we will be running five haiku 5.5 sub agents at the same time, you MUST setup worktrees (here's how: https://code.claude.com/docs/en/worktrees.md) for each sub agent to work with so that they can work independently on different aspects of the game development.You will coordinate the work of the five sub-agents, ensuring that they are all aligned and working towards the same goal. You will also need to manage the integration of their work, ensuring that all components of the game are compatible and function together seamlessly.You can use "playwright-cli" to verify your own work.You may use "firecrawl" if you need to do any research about the game.The game should be frontend only for now. All the persistent data will be stored in local storage.Make sure the game is playable with mobile phone as well.Please create tasks for this first, and then assign sub agent to each task. You may run up to 5 sub agents at a time.Publish the game to Cloud Artifact as you build, so that I can see your work.And once you're done, report back to me.
Claude Code on the web showing the full Haiku-only prompt in the chat, with the cloned game's name and most of the branch name blacked out, and Haiku 5.5 at Max effort selected in the model picker at the bottom right

If it looks familiar, that’s because it’s the revised prompt from last week’s post, I Burned 40% of My Max 20x Week Overnight. Here’s How I Fixed My Claude Code Cloud Setup., which itself grew out of the Sonnet post’s prompt. This time I added two things:

  • A new branch for the game, so the build lives on its own line of work
  • A separate copy of the project for every worker, so five of them can build at the same time without stepping on each other’s toes

(I walked through that second idea in How I Vibe Code With 3 AI Agents Using Git Worktrees (Without Breaking Anything).)

You’ll notice a black box where the game’s name should be. The target was a classic humans-vs-orcs real-time strategy game, and I’d rather avoid love letters from the publisher’s lawyers.

If you know, you know.

So, did it work?

Well…

Here’s the result:

Emberwood Wars trailer: an opening title card reading Emberwood Wars, Real-Time Strategy over a 3D village on bright green grass, then four chapter cards in turn, I Gather with villagers working near blue-roofed houses, II Forge with the town growing beside two blue lakes, III Command with soldiers gathering by a red-roofed enemy base, and IV Conquer with an army marching on the red town hall, ending on the title card Emberwood Wars, Forge. Command. Conquer.

Play Emberwood Wars in your browser.

This looks… meh.

Sorry, Haiku.

The trailer is nicely cut, I’ll give it that. It has proper title cards and four chapters, and it ends on a little army marching on an enemy town hall. Very dramatic. Now look past the trailer at the game underneath.

Blocky 3D houses on a bright green field. The original game has a flat, pixel-art charm, and this has none of it. (It looks like someone described the original to Haiku over a bad phone line.) Put it next to Sonnet 5.5’s Kart Blitz and it sits clearly lower.

Beating Opus? Nowhere near.

What it does have is speed. This is probably the fastest game I’ve ever completed.

Claude Code session stats for the Haiku-only build: cost $11.37, API time 3h 24m, and Haiku at 100% of the session
  • Main session: Haiku 5.5 at Max effort
  • Workers: 5× Haiku 5.5
  • Cost: $11.37
  • Run time: 3h 24m

Under four hours, for about $11. Pocket change, as game builds go.

Yes, it’s fast and cheap. But if the quality isn’t there, what’s the point?

Here’s my read. Haiku 5.5 is a decent model that needs a lot of hand-holding. What it lacks is the relentlessness that Sonnet and Opus bring — that stubborn drive to keep working until the result is actually good. Left in charge, Haiku settled for meh.

The last time I handed an older Haiku a real coding task, I spent longer cleaning up after it than the job would have taken Sonnet.

In fairness, the prompt asked a lot: run five workers and build a full game without asking me a single question. Haiku delivered something playable in under four hours and called it done.

And that got me thinking…

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Round Two: Opus 5.5 Takes Command

What if Opus 5.5 ran the show, and the five Haiku 5.5 workers did the building?

Last week I described the main agent as a supervisor paid by the hour to check on the work. This time I kept the expensive supervisor and made the whole crew cheap. (Every project manager’s daydream, really.)

My thinking went like this. What round one lacked was somebody in the session willing to push back on “meh”. That kind of judgement call is where Opus shines. So what happens if I swap only the boss and keep the cheap crew?

I set Opus 5.5 to xHigh effort (the picker calls it “Extra”) and sent this:

I need you to launch five haiku 5.5 sub-agents and help me build a triple A quality game that is a clone of "____". What I want you to do is I want you to launch these sub-agents, build the game without asking me any questions at all, and use ThreeJS to build the game.Make it pixel based (not 3D), similar to the original game.Make sure to create a new branch for this game called it "games/___-opus-haiku"Since we will be running five haiku 5.5 sub agents at the same time, you MUST setup worktrees (here's how: https://code.claude.com/docs/en/worktrees.md) for each sub agent to work with so that they can work independently on different aspects of the game development.You will coordinate the work of the five sub-agents, ensuring that they are all aligned and working towards the same goal. You will also need to manage the integration of their work, ensuring that all components of the game are compatible and function together seamlessly.You can use "playwright-cli" to verify your own work.You may use "firecrawl" if you need to do any research about the game.The game should be frontend only for now. All the persistent data will be stored in local storage.Make sure the game is playable with mobile phone as well.Please create tasks for this first, and then assign sub agent to each task. You may run up to 5 sub agents at a time. Use ONLY haiku 5.5 for the sub agent.Publish the game to Cloud Artifact as you build, so that I can see your work.And once you're done, report back to me.
Claude Code on the web showing the Opus-led prompt, including the lines Make it pixel based (not 3D), similar to the original game and Use ONLY haiku 5.5 for the sub agent, with the game's name and part of the branch name blacked out, and Opus 5.5 at Extra effort selected in the model picker

What changed:

  • The boss: the main session switched to Opus 5.5 at xHigh
  • “Make it pixel based (not 3D), similar to the original game.” The first run gave me a 3D game, and the original is flat and pixel-based
  • A new branch name
  • “Use ONLY haiku 5.5 for the sub agent.” This keeps every single worker on Haiku

Worth knowing: the prompts differ slightly, so this is a variation on the experiment. (A lab coat would be wasted on me.)

Here’s the result:

Tides of Conquest trailer: a black title card reading Two Races, then pixel-art scenes with gold captions, Build Your Kingdom over a town of blue-roofed buildings, Command Vast Armies as human and orc troops clash on grass, Wield Ancient Magic as a glowing spell sweeps across the battlefield, Rule the Seas with warships trading fire on blue water, and Burn Their Cities as a town catches fire, ending on a gold Tides of Conquest logo with Play Free in Your Browser and Humans, Orcs, Campaign, Skirmish, Naval War

Play Tides of Conquest in your browser.

Pretty cool, right?

Now that’s more like it.

This one has the flat pixel-art look I asked for, with two races at war and ships out on the water. Put the two trailers side by side and the gap is obvious within seconds. This one looks like the game I had in mind when I typed the prompt.

There was a catch, of course. This time it ran way, way longer than the Haiku-only build.

Claude Code session stats for the Opus-led build: cost $293.64, API time 19h 28m, with both Haiku at 68% and Opus at 32% listed on the same session
  • Main session: Opus 5.5 at xHigh effort
  • Workers: 5× Haiku 5.5
  • Cost: $293.64
  • Run time: 19h 28m

Freaking 19 hours… and $293.64.

I checked in on it a few times that day. Every time, it was still going, polishing something I hadn’t asked for.

Both models show up on the one bill. (Before you wince at that number, it’s Claude Code’s estimate at API prices. I ran this on my Max 20x plan and paid none of it. More on that in the cost section.)

Yes, it cost way more. But the quality? Day and night.

With Opus as the boss, the build kept going until the game was playable and as close to the original as it could get.

Let me show you what I mean.

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What Opus Got Out of the Same Cheap Workers

Here’s the part I keep coming back to. Same five workers and the same kind of prompt, yet a very different game.

The difference was the boss. Here’s what Opus did, in the order I noticed it. (There are six. Grab a coffee.)

1. Art Before the Game

Opus understood that a game needs its pieces drawn before anyone can play with them. So before touching the game itself, it had the art worker draw the units and buildings, pose by pose, on preview sheets.

It built the chess pieces before setting up the board.

Tides of Conquest art preview page showing rows of pixel-art units for both sides, workers, foot soldiers and archers among them, each drawn facing several directions on a dark green background
Tides of Conquest building preview sheet with two rows, human buildings with blue slate roofs on top and orc buildings with thatched roofs below, each shown at three construction stages from bare foundation to wooden frame before the finished town hall

Then it put those pieces on the map.

In-game Tides of Conquest scene on a grass map: a rocky gold mine with a timber doorway, a stone town hall with a blue roof and bell tower, a single worker in a straw hat walking out front, boulders at the lower left, a minimap in the top corner, and resource counters for gold, lumber and food along the top

By the time the gameplay came together, the pieces were already waiting.

That order matters more than it sounds. With the art drawn first, every worker building the game was aiming at the same picture. Think of it as handing five painters the same reference photo before anyone opens a tin of paint.

2. Homework on the Original

At one point, Opus went off and downloaded screenshots of the original game so it could study the art style.

Claude Code transcript where the main agent says it will pull a few original screenshots itself for style reference, followed by small pixelated thumbnails of downloaded battle screenshots and a note that it now has one usable in-game shot of a winter battle to compare the art against

Haiku alone never did this.

It’s a small moment, and it told me a lot. Opus wanted to know what “similar to the original” actually looked like, so the art worker had something real to compare against.

Then there was how much game there was.

3. Two Game Modes

Here’s the title screen.

Tides of Conquest title screen in pixel art: a moonlit sea between a white human castle on the left cliff and a dark orc fortress on the right, a ship on the water, the subtitle Humans Against Orcs, and stone-style menu buttons for New Skirmish, Campaign, Load Game, Options and How to Play

That’s a lot of game from a prompt that never mentioned game modes at all. (I asked for a clone. Opus apparently read that as “the whole box, please.”)

Skirmish mode lets you pick a side and a colour, add up to three computer opponents, set the difficulty, and choose a battlefield.

Skirmish setup screen with the Humans race card selected next to Orcs, eight colour swatches, one orc opponent set to Normal difficulty with an Add opponent button, and battlefield thumbnails starting with a random map

The campaign is where it gets a little spooky, because it mimics the original. There’s a map with a route through the missions, briefings with objectives, and a proper defeat screen when things go wrong. Win a mission and the next one unlocks, with your progress saved in the browser.

Campaign screen on the orc side with a parchment map and a red dashed route, above a list of four missions where the first is available and the rest, including mission three, Grim Tide, are locked
Mission briefing for Grim Tide, mission 3 of 4 for the orcs, with a pixel-art orc portrait in front of a brick wall decorated with skulls, and two objectives: build 2 oil platforms and sink the human fleet
Defeat screen reading Grim Tide is lost, winner Humans, with a stats table of units trained, lost and killed, buildings built, gold and lumber, and buttons for Retry, Campaign and Main menu

Yes, the graphics look different from the original, and that’s expected. The original took a team of designers and developers years to make. Nobody should expect one AI model to match it in a matter of hours. At least for now.

The gameplay, though? Very close.

And then Opus headed out to sea.

4. Ships, Then Better Ships

There are naval units and sea battles too.

Naval combat in Tides of Conquest: several pixel-art ships on open blue water below a grassy coastline, two round oil spots in the sea, a minimap in the top corner, and an oil counter in the resource bar

Then came a detail I never asked for.

Opus looked at two of the finished ships, judged them not good enough, and had them redrawn. Entirely on its own.

This is the moment that got me. Those ships were already finished. Opus simply decided they could look better.

Before-and-after sprite sheet of two warships on blue water: the first, a round spiked vessel, redrawn as a long armoured ship with rows of oars, and the second, a squat domed vessel, redrawn in lighter, cleaner colours

Turns out that pickiness ran all the way through the build.

5. Catching Its Own Mistakes

Opus kept the art worker going through review after review. On round 22 — yes, twenty-two — the review turned up real problems: some icons were completely blank, and some upgrade icons looked too alike to tell apart.

They got fixed.

Opus also decided what to leave alone. One flagged item stayed exactly as it was, as a deliberate choice for the phone layout.

The main agent's summary of the art worker's review round 22, listing the defects it found, including four blank icons and level-two upgrade icons that looked almost the same as level one, followed by the main agent keeping one flagged item as a deliberate phone-layout choice and a before-and-after sheet of spell, research and upgrade icons, the blank ones now filled in

I never asked for any of this.

Twenty-two rounds of review, on the art alone. That’s the patience Opus brought to the job.

6. Twenty Versions

Opus published version after version, and only called the game finished at version 20.

The main agent's final report: Tides of Conquest finished and published as version 20, followed by a list of what's in the game, from skirmish and campaign to naval play and phone support, and how it was built, with five Haiku workers, 93 tasks and every merge checked in a browser, with the original game's name and part of the branch name blacked out

From its final report:

  • 93 tasks in total
  • Five Haiku workers, each in its own worktree: art; maps and pathfinding; game rules; computer opponent and sound; interface
  • A strict bar for every change: it counted only if every test passed and the computer opponent still won all 8 missions on hard
  • Each merge checked in a real browser
  • 11 named maps, plus random maps
  • 8 campaign missions, 4 per side
  • Works on a phone, upright and sideways

If I had to sum up this run in one word, I’d borrow the word I used back in round one for what Haiku was missing.

Relentless.

That’s the trait the Haiku-only run lacked. And it turns out it lives in the boss.

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Haiku Finally Has a Job

So that’s the evidence. Now for what it means, and the news is good for the smallest model in the family.

For the longest time, Haiku models were close to useless for real work. Most people used them for exactly one trick: sending a quick “hi” to start the five-hour usage clock early.

I’ll admit I’ve done it too: a quick “hi” to Haiku first thing in the morning, just to get the five-hour clock ticking.

Three-panel meme in a cosy kitchen: a small boxy robot labelled Haiku 4.5 asks What is my purpose?, a cheerful scientist in glasses replies You say hi to subscribers to start their quota, and the robot clutches its head saying Oh my god

Poor thing. Good news, though. With Haiku 5.5, the little model finally has a real job: working under a strong boss.

It’s cheaper than before, too. Anthropic puts it at about 75% cheaper than Haiku 4.5 on average. And it’s genuinely useful now.

Its place is under a strong orchestrator, doing two things well:

  • Exploring a codebase to find where things live
  • Implementing a clearly scoped task

In everyday terms, that’s the legwork of a coding session. Searching through a project to find where a feature lives. Making a change that someone has already described clearly. Haiku is fast and cheap at both, and when it misses, a good boss catches it.

The high-level decisions belong to Sonnet or Opus. So does the most important call of all: “Is this good enough yet?”

Picture a building site. Give a skilled foreman a fast, cheap crew, and you get a castle. Put one of the crew in charge of the site, and you get a lopsided shed.

Two-panel whiteboard drawing. On the left, under Haiku as the boss, a confused Haiku 5.5 robot in a hard hat scratches its head while five small worker robots wander around a lopsided wooden shed with loose bricks on the ground. On the right, under Opus as the boss, an Opus 5.5 robot foreman with a clipboard points the way while the same five workers carry bricks, paint and measure beside a finished stone castle with blue turrets. Banner along the bottom: Same crew. Different boss.

Here’s the funny part. After those two runs, I went back to Anthropic’s launch post, and it reads like a description of what I’d just watched.

Anthropic says Haiku 5.5 “pairs well with Opus 5.5 and Sonnet 5.5 as a subagent on coding work.”

It also says “Sonnet 5.5 and Opus 5.5 remain better choices for complex agentic coding tasks.”

Read those two lines together and, well, there it is. That’s the exact split from my runs. Haiku does the hands-on work under a bigger model, and the bigger model keeps the complex decisions.

One benchmark from that post backs it up:

BenchmarkHaiku 5.5Sonnet 5.5
Terminal-Bench 4.039.2%70.6%

My two runs and Anthropic’s own wording tell the same story.

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Did It Save Anything? The Honest Cost Comparison

But…

I can hear the objection from here. You could argue this combination doesn’t look like much of a saving. The Opus-led build cost $293.64. The Haiku-only build cost $11.37.

Fair point. A big, $293.64-shaped point. So let’s bring in a third build.

Metro Bus Simulator was one of the five games from last week’s post, built entirely on Sonnet 5.5 at Max effort. It’s a different game, so it only works as a rough reference. Still, it’s the closest thing I have to a “what would Sonnet alone have cost?” number.

Claude Code session stats for the Sonnet-only build: cost $351.55, API time 17h 9m, and Sonnet at 100% of the session

Here are all three side by side:

BuildMain sessionSub-agentsCostRun time
Emberwood Wars (RTS clone)Haiku 5.5 (Max)5× Haiku 5.5$11.373h 24m
Tides of Conquest (same RTS clone, pixel prompt)Opus 5.5 (xHigh)5× Haiku 5.5$293.6419h 28m
Metro Bus Simulator (different game)Sonnet 5.5 (Max)Sonnet 5.5$351.5517h 9m
Whiteboard drawing of three builds as cards. Haiku only shows a robot foreman in an orange hard hat with five workers beside a rickety shed, tagged $11.37 and 3h 24m. Opus + Haiku shows a foreman with a clipboard and five workers hauling stone for a castle tower, tagged $293.64 and 19h 28m. Sonnet only shows a crew in purple hard hats with tools in front of a city bus, tagged $351.55 and 17h 9m. A sticky note in the corner reads API-price estimates, and the banner says Three builds. Three bills.

What the numbers say about the Opus + Haiku build:

  • About 16% cheaper than the Sonnet-only build (a different game, so treat it as a rough reference)
  • Roughly two hours longer than the Sonnet-only build (19h 28m vs 17h 9m)
  • 26× the cost, give or take, of the Haiku-only build

Put plainly, the boss-and-workers setup came in under a full Sonnet build and ran a little longer. The jump from the Haiku-only run is the price of going from meh to day-and-night.

Play Metro Bus Simulator if you’re curious what the third bill bought.

One more thing about those dollar figures, because they do look scary.

They’re Claude Code’s estimates of what each run would cost at API prices. I ran all three in Claude Code on the web, on my Max 20x plan, and paid none of it. My monthly bill stayed exactly the same.

So read the numbers as a gauge. They show roughly how much of the plan’s usage each run burned.

If you’re on a subscription too, that’s the useful way to read any cost panel in Claude Code. A bigger number means a bigger bite out of your week.

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The Verdict and the Recipe

So, back to the question from the top: can Haiku 5.5 beat Opus 5.5?

Here’s my honest answer. Haiku 5.5 makes a poor boss and a very good worker. On its own, it gave me a cheap, forgettable game, finished fast. Under Opus, it helped build a game I’m proud to share.

The little robot just needed a strong manager.

Here’s the recipe.

Pick Opus 5.5 as the boss. Then add one line to your prompt:

Use ONLY haiku 5.5 for the sub agent.

That single line keeps every worker on Haiku. Then split the jobs like this:

JobWho does it
Planning the work, splitting it into tasksOpus 5.5 (the boss)
Deciding when the result is good enoughOpus 5.5
Exploring a codebase, finding where things liveHaiku 5.5
Implementing a clearly scoped taskHaiku 5.5
Merging and checking the work in a browserOpus 5.5

The steps:

  1. Pick Opus 5.5 as the main session
  2. Add the Haiku line to your prompt
  3. Give each worker its own worktree, so all five can build at once
  4. Let the boss review the work and send it back until it’s good

Step 4 is where the real value sits. That review loop is the relentlessness Haiku lacks on its own, and it’s the part you’re really paying Opus for.

My guess is that this works best when the job splits cleanly into separate pieces, the way a game splits into art, maps, rules, the computer opponent and the interface. Each worker gets one piece, and the boss holds the whole picture.

Fair warning: this is two runs and a lot of vibes. (Very scientific, I know.) Everything here comes from what I saw on screen, so try it on your own work and see whether it holds up.

Start by playing both games side by side. They’re Claude Artifacts, so they run right in your browser:

👉 Then run the recipe on your next project, and reply with what Haiku 5.5 built for you. I’d love to see what your own crew comes up with once it has a proper boss.

Nathan Onn

Freelance web developer. Since 2012 he’s built WordPress plugins, internal tools, and AI-powered apps. He writes The Art of Vibe Coding, a practical newsletter that helps indie builders ship faster with AI—calmly.

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