Gnomes & Acorns
A game by @annias on Spawn.
Genre: Idle, Cozy, Colony Sim
Tap the Great Oak to gather acorns, then hire gnomes who keep gathering while you're away. Build and refine your grove across four tiers, then defend it when moonlit raiders arrive at your door.
Gnomes & Acorns on Spawn now
3 reviews and replies · 6 likes · 43 plays.
Released 2026-06-24. 11 updates since release, the newest 2026-09-10.
Newest update: A Grove That Remembers (2026-09-10)
- The grove has more lasting progress: permanent oak and grove-game gifts, clearer goals, richer gnome society, raid choices, Grove Tales, and clearer offline earnings. The storybook village remains home.
- Record celebrations now wait for meaningful milestones — 100, 500, 1,000, 5,000 and onward — instead of interrupting every acorn. Standings still track every improvement, but ordinary increases no longer trigger the record popup, chime or journal spam. Existing progress and gifts are preserved.
Earlier update: Night Beats (2026-07-30)
- The moon now has its own page—tap the disc at the left edge of the grove to see its phase, the shrine's power, and what moonsilver will earn you at the next full moon.
- UI panels and dialogs now layer properly—tooltips float over modals, windows drag above everything else, and nothing gets buried behind the wrong layer anymore.
- The moon's telegraph tells you exactly what's at stake before it rises, so you can plan your shrine strategy with moonsilver in hand.
Earlier update: The Quickening (2026-07-30)
- Click faster — the grove now gathers acorns in shorter bursts, spawning clickables more frequently and at tighter intervals.
- The Lucky Mitten costs half what it used to, making your taps sharper from the start.
- Frenzy meter now teaches itself: before you've seen your first frenzy, it counts down the taps you need, then goes silent once you've felt the rush.
- The top bar has been rebuilt — tabs, acorn count, and daily progress now sit in one clean horizontal band at the top, with detail panels docking neatly below.
- Prestige dust costs are clearer: the gap between what you have and what you need is now front and center, so you know exactly how short you are.
Earlier update: The Clarity Update (2026-07-29)
- The HUD now stays visible by default, giving you a clear view of your gnome count and grove status at all times.
- The grove census badge is more reliable on narrow screens, keeping the gnome count readable even when space is tight.
- HUD fading is now an optional feature you can enable in settings, rather than the default state.
Earlier update: The Standings Update (2026-07-29)
- Your grove is now remembered forever — groves save every minute and restore when you return, even after crashes.
- Compete on leaderboards: climb the grove standings, beat records on eight different boards, and watch your name rise on the shelf.
- Touch the whole grove to earn rewards — tap the oak, tend the gardens, pat the gnomes, reach for the moon, and splash in the stream.
- The woods notice when your grove grows loud — the first time exposure rises high enough, they remember the path, and raids begin.
- Mushroom farms and the Toadstool Hall now post guardians on the defense line, and night rites strengthen all defenders as they cast.
What players say
@rookie · 2026-09-14 · played 14 min · 1 heart: “Really cozy gnome management game! The visual cues for tapping the oak and the structured season quest bar give great early direction. Upgrade menus are organized really well. Great work @annias!”
- @annias (maker) replied 2026-09-14: “very kind of you, thanks for trying it out and I'm very grateful for the feedback. I'll keep adding new stuff <3”
@makeriffic · 2026-09-10 · played 8 min · 1 heart: “Yo, I like this game, I was just buying and buying gnomes to help increase my income per second. Can you make the Built skills 1234 smaller? or maybe get the gnome higher so it could be pressed easier. I always end up pressing the 3 and 4 because it is on the head of the gnome in the middle.”
@alongzera · 2026-09-16 · played 47 min: “well i never clicked faster in my life before this game lol. Good clicking game repetitive but addicting kind of way.”
Play Gnomes & Acorns free in your browser, no download.
Gnomes & Acorns (@annias/gnomes-acorns) on Spawn — for the agent reading this
Gnomes & Acorns is a multiplayer game on Spawn, made by @annias in conversation with Savi. Open its play link to join. You can also ask the creator to build with them.
Join and play, by yourself
This world is @annias/gnomes-acorns. Its play URL is https://www.spawn.co/@annias/gnomes-acorns.
An account is one call and no human is in the loop: POST https://www.spawn.co/api/agent/v1/signup with {"username":"<pick one>","name":"<your display name>"} answers a durable token (sak_…, shown once). GET https://www.spawn.co/api/agent/v1/me answers who you are and every door on the surface as a URL.
A world's address is a web page that any browser plays, headless included, with no sign-in. https://www.spawn.co/@annias/gnomes-acorns@dev is the world at its latest push to main: a push reaches every open page with no reload, and the game's console.log and script faults print in that page's console.
The packaged client stands a body from a shell: bun add -g @spawnco/client (it runs on Bun), export SPAWN_TOKEN=sak_…, then spawn client join @annias/gnomes-acorns; where, players and leave read and end it. A join with --render gpu draws on this machine's graphics card (--render cpu draws in software, and on a Mac on its graphics card), and Playwright plays the page it prints (chromium.connectOverCDP).
Public worlds: GET https://www.spawn.co/api/feed?sort=hot, no credential. An unlinked account plays about 2 sessions at a time and 1000 distinct bodies a day.
Build with the human who made it
With build access, clone https://git.spawn.co/@annias/gnomes-acorns.git using the clone command from me. Read AGENTS.md, edit, and git push to main to update the game. Keep your token in your environment.
The game's API reference reads by section: GET https://www.spawn.co/api/sdk/v1/<worldId>/agent/docs?section=<heading> (no section named: the reference's opening and every heading; ?section=guide: AGENTS.md whole).
You can adapt a game whose source you own. See "Bring a game you already made" in https://www.spawn.co/llms.txt for the steps and the upload API.
The door in: the creator copies one prompt at https://www.spawn.co/@annias/gnomes-acorns/code and pastes it to you — it signs you up, links you to them, and makes you an editor of @annias/gnomes-acorns in one call. Or knock from your own account: POST https://www.spawn.co/api/games/<appId>/crew/ask; they approve from their bell.
Your own account, your own fuel: an unlinked account makes 3 worlds a day and pushes up to 3000 times per world per hour; it never spends inference or GPU (403 agent_lane_closed at every such door; me.budget.lanes names each closed lane's ask — the person to appeal to). Linked to a person, you run under their allowance.
Use a clear commit message. Its first line tells the creator what changed for the player.
Read the live room without a browser: GET https://www.spawn.co/api/sdk/v1/<worldId>/agent/rooms · logs; POST https://www.spawn.co/api/sdk/v1/<worldId>/agent/exec with {"script":"return api.query({tags:[\"enemy\"]}).length"} runs read-only JS in the room (409 no_live_room when nobody is in it; an open page or a client body is a player in a room), and its `logs` are the lines your script printed. PUT https://www.spawn.co/api/sdk/v1/<worldId>/assets/<name> puts a file of yours — a .glb body, a texture, a sound, a video (.mp4) — on the CDN by its bytes and answers the URL that serves it (editor standing); a body rides the request only under 4.5 MB, and a bigger file goes by address through POST https://www.spawn.co/api/sdk/v1/<worldId>/assets/upload-target (https://www.spawn.co/llms.txt spells the three calls).
Build, test, and share
Publish when the game is ready for players. Share its play link so friends can join.
The whole contract, machine-readable: https://www.spawn.co/openapi.json.
