Spawn
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The Quiet Harvest
The Quiet Harvest — back of box
@ress· Cozy
The Quiet Harvest
World of Wrapplings
World of Wrapplings — back of box
@enfeul· RPG
World of Wrapplings
OVERGROWTH
OVERGROWTH — back of box
@sleepy· Survivors
OVERGROWTH
Manstrosities
Manstrosities — back of box
@badgerblunts· Action
Manstrosities
Puffling Arena
Puffling Arena — back of box
@chucky· Deckbuilder
Puffling Arena
REMAINS OF COLOSSUS
REMAINS OF COLOSSUS — back of box
@rambo· Adventure
REMAINS OF COLOSSUS
Meatpile
Meatpile — back of box
@enfeul· Action
Meatpile
Just Another Day
Just Another Day — back of box
@abbidabbi· Puzzle
Just Another Day
Punch Survivors
Punch Survivors — back of box
@izkimar· Survivors
Punch Survivors
ActionAdventureCozyPuzzleRPGStrategyIdleArena BrawlerRogueliteShooterHorrorFarmingParty GameRacerSurvivorsPlatformerSandboxTacticsDeckbuilderSimGachaSocialTower DefenseStealthMMOBullet HeavenAutomationCity BuilderMOBAColony SimExtraction
The Quiet Harvest
The Quiet Harvest — back of box
@ress· Cozy
The Quiet Harvest
Manstrosities
Manstrosities — back of box
@badgerblunts· Action
Manstrosities
AstroImpero
AstroImpero — back of box
@makumbo· Strategy
AstroImpero
Worst Way Home #5
Worst Way Home #5 — back of box
@chucky· Action
Worst Way Home #5
Fernfable
Fernfable — back of box
@branthebroke· Adventure
Fernfable
Diceweaver
Diceweaver — back of box
@abbidabbi· Roguelite
Diceweaver
Idle Homestead
Idle Homestead — back of box
@ejthebae· Idle
Idle Homestead
World of Wrapplings
World of Wrapplings — back of box
@enfeul· RPG
World of Wrapplings
Cosmic Rush
Cosmic Rush — back of box
@chucky· Racer
Cosmic Rush
Dust & Glory
Dust & Glory — back of box
@seele· Tactics
Dust & Glory
Just Another Day
Just Another Day — back of box
@abbidabbi· Puzzle
Just Another Day
Starfall
Starfall — back of box
@deepmoon7c48f· Platformer
Starfall
Puffling Arena
Puffling Arena — back of box
@chucky· Deckbuilder
Puffling Arena
Keep of the Un-Pressed
Keep of the Un-Pressed — back of box
@enfeul· Tower Defense
Keep of the Un-Pressed
Squirrel AI
Squirrel AI — back of box
@four_bfb· Automation
Squirrel AI
Folk Valley Simulator
Folk Valley Simulator — back of box
@0liver· Sim
Folk Valley Simulator
CITY 17
CITY 17 — back of box
@0liver· Adventure
CITY 17
First Light
First Light — back of box
@enfeul· Adventure
First Light
Bloom Galaxy
Bloom Galaxy — back of box
@ejthebae· Adventure
Bloom Galaxy
REMAINS OF COLOSSUS
REMAINS OF COLOSSUS — back of box
@rambo· Adventure
REMAINS OF COLOSSUS
Higher
Higher — back of box
@chucky· Platformer
Higher
OVERGROWTH
OVERGROWTH — back of box
@sleepy· Survivors
OVERGROWTH
IRON MAZE
IRON MAZE — back of box
@deepforestcbb52· Shooter
IRON MAZE

About Spawn

Spawn is a game where creation is the gameplay. You open it, you're in your world, and you build with an AI companion named Savi. There's no editor, no canvas, no separation between building and playing. You describe what you want in natural language and the world grows in front of you. Your friends are in the world with you while you build. Everyone can talk to Savi. Creation is free.

How It Works

You create a new game and you're standing in a flat grassy world you can run around in. Hold Tab to talk to Savi. Ask for a tree and one appears in front of you in under 30 seconds. Ask for mountains and they grow from the flat grass with rocky cliff faces right in front of you in under 60 seconds. Share a link with a friend — they join your live multiplayer world right away from any device. They ask for a house and a pond and both appear in under 60 seconds. You can ask for a wave tower defense game and it appears in under 2 minutes. Hold Tab, ask for anything.

Custom Engine

Spawn runs a custom engine built from scratch for the AI era. The game world is a declarative spec with six concepts (terrain, inputs, objects, player, camera, UI). Savi manipulates this spec via tool calls and the engine interprets changes into ECS world state in real-time — tool call to visible change in seconds, not minutes.

The ECS uses archetype-based storage with SoA (Structure of Arrays) backends. Components have replication policies — distance-filtered, ownership-filtered, broadcast, or local-only. The system scheduler supports dependency ordering and cadence-based execution. Behavior scripts run in a sandboxed environment with lifecycle hooks (onSpawn, update, onInput, onInteract, onCollide, onTriggerEnter, onTriggerExit, onControlBegin, onControlEnd, onLiquidEnter, onLiquidExit) and use require() for builtins and library modules.

Netcode

Client-authority netcode over relay servers. Every entity has exactly one simulator — its owner's client, or the host of its place — and the server validates, applies, and fans out without simulating. Nothing runs twice, so there is no client-side prediction, no rollback, and no resimulation, by design. The engine runs at 60 Hz with a fixed-step ticker. Area-of-interest filtering means clients only receive state for nearby entities.

Physics

Deterministic WASM physics engine. Each entity simulates on exactly one machine — no prediction, no rollback. Character controllers, rigid bodies, colliders, sensor events, and overlap tracking. Raycast API with configurable distance, group masks, and entity filtering. One physics world per place — entity transfers between places dispose and recreate physics state. Interpolation for smooth remote entity rendering.

Asset Pipeline

Everything generates from natural language — 3D models (rigged characters with skeleton and animations, or static props), images, transparent PNGs, pixel art, music, sound effects, and custom voices. Every 3D model goes through automatic post-processing: scale normalization, mesh optimization (20-40% file size reduction), AVIF texture compression, 4-level LOD generation, and convex decomposition for physics colliders. LOD and collider generation run in parallel. Impostor rendering bakes distant models into flat billboards. Users can upload their own assets through the same pipeline.

AI in Games

Three built-in LLM job types for any behavior script: free-form chat with persistent conversation memory, structured JSON generation with schema validation, and memory reset. Savi can become a live dungeon master — behavior scripts send world events (boss defeated, secret found, player choices) and Savi reacts in real-time, modifying the world and spawning encounters. Background agents (wisps) run concurrently for parallel tasks.

Game Feel

52-method Juice API across 13 categories: object effects (highlight, shake, dissolve, trail), camera (screen shake, hitstop, zoom, letterbox), screen effects (flash, vignette, slow-mo), particles, UI (damage numbers, toasts, announcements), spatial audio with 5 buses and reverb zones, timing and schedules, mood and weather, data registries, encounter waves, narrative dialog and choice trees, progress tracking, and economy systems. Audience routing controls who sees each effect.

Places, Terrain, and Mods

Games can have multiple places — dungeons, realms, dimensions — each with their own terrain, physics world, atmosphere, and entities. Heightmap terrain with material blending, rivers, ponds, oceans, and a scatter system for automated object distribution (poisson disk, grid, clustered sampling). Mods are publishable and installable — creators have built a Cinemachine Toolkit, Slash FX Tool, Animation Browser, and Prefab Painter.

What People Build

Any genre: roguelikes, shooters, platformers, RPGs, racing games, puzzle games, horror games, cozy sims, soulslikes, MMOs, TCGs, survival games, idle clickers, bullet hells, fishing simulators. Complete worlds with terrain, buildings, characters, enemies, items, vehicles, music, game logic, atmosphere, AI-powered NPCs, and multi-scene environments. Every game on this page was made with words, not code.

The Team

Founded by Jacob Sansbury (second company; previous exit to Robinhood). Built by a team of under 10 and backed by an unannounced round. Spawn spent about 18 months in early alpha and moved into beta in February 2026. Still early and iterating fast.

What we're building, and every engine release: spawn.co/s

Full technical documentation: spawn.co/llms.txt