Ridgeback Drift

A game by @atfundum on Spawn.

Genre: Racer, Driving

Hold the slide. A dusk mountain circuit, tire smoke, and a multiplier that climbs as long as you dare.

From the maker

Ridgeback Drift started as my very first test of Spawn: what can Savi and the engine actually do? Little by little the test kept growing. Tuning, upgrades, a helicopter (why not?), better car models, effects and sounds, new roads, a minimap, missions and events. Every one of them was a test to find the limit. So far we haven't hit it.

It's built on my love of racing games: Gran Turismo, Forza Horizon, NFS Underground and FlatOut, and sims like Assetto Corsa, Richard Burns Rally and WRC.

What comes next? Honestly, I don't know, and I like it that way. I go with the flow. I see Ridgeback as a sandbox for everything cars, driving and speed. A motorhead arena, maybe?

Ridgeback Drift on Spawn now

Reviews: Mixed · 63% loved it · 11 votes · 30 reviews and replies · 16 likes · 128 plays.

48 updates since release, the newest 2026-10-27.

Earlier update: MRS Runabout (2026-10-23)
  • The GPS racing line is now arrows that glow green to red with your speed, so it tells you when to brake. Event checkpoints are ground smoke on every car and bike event. Road lines, cracks, patches and manholes no longer vanish up close on long roads and bridges. Bridges got smoother ends. Rival drivers got recovery fixes.
  • The starter car is now the MRS RUNABOUT: a new midship body, loosely after a 90s MR, in metallic glossy factory paint.
Earlier update: Cleanup on Road 7 (2026-10-22)
  • Your car rolls out of its own garage again: hit START, your bay's door goes up and the car drives out into the pit lane. Fresh chalk, BRAKE marks and tyre donuts are down on the start spot, and the pits got the same treatment, so the tuning stop looks like a real paddock now. Cockpit view has the driver's arms on the wheel, drawn only for you. The tuning menu tells you what each setting does, and the F1 gets a downforce setting. The constant tick is gone; the heartbeat now comes only while you drift. Road 7 is cleaned up, with the doubled road lines gone. Huge thanks to the Spawn team for their fixes: the chase camera now turns smoothly every frame instead of in steps, and your car no longer jumps on a GPS route while far parts of the map load in.
Earlier update: Your Own Bay (2026-10-21)
  • Every driver in the server gets a garage bay of their own across both pit garages, with their name on a plate in their car's colour
  • Your bay's roller door opens only for you, and its light comes on as the door rolls up
  • The pit garage's doubled middle door is gone, so every door opens all the way, and the old painted bay lines are gone too
  • The garage entrance is now a smooth ramp instead of a step
  • Knocked-over tyre walls put themselves back together properly. Thanks to the Spawn team for the fixes behind this: smoother cliff sculpting, group undo, and road decals that keep drawing
Earlier update: Clean Lines (2026-10-20)
  • Doubled road lines and stray rails cleared off the roads
  • Trees back on a simpler two-step detail setup
  • Enter now confirms in every menu, same as space
  • RIDGE DH: win it on the Ridge Run try-out or buy it in the garage
  • Step Up challenge back in its original layout
  • race starts can no longer hold your car past the go
Earlier update: The Ridge Run Weekend (2026-10-19)
  • New RIDGE DH mountain bike: borrow it on the Ridge Run try-out and beat the score to keep it, or buy it in the garage.
  • Walk anywhere on foot: climb, vault and balance, with three walking cameras on C or Y. Your parked car's seat stays empty while you're out.
  • Bike helmet cam, new tyre and gravel sounds, a wooden MTB trail with scored jumps, and a moving hill climb.
  • Main Event and Daily Challenge get their own cards in the pause menu, and a press pins them on your GPS.
  • Smoother rides thanks to the Spawn team: faster ground loading, steadier trees and pines, held mouse drags on Windows, and much more. A huge help, thank you.
What players say
  • @larrielabs · loved it · 2026-10-23 · played 7 min · 1 heart: “ヾ(•ω•`)o I love how you designed the minimap! 🗺️ It's also nice that we can upgrade and tune our cars. I noticed my car sank into the floor when I got out of it! 😭🏎️ Aside from that, the daily challenge is a nice touch! ~”

    • @atfundum (maker) replied 2026-10-23: “Hey larrielabs, thx for trying out the game and your comments! I love you love the minimap makes me not think I spend to much time on it and give me an excuse to make it come to live more instead :p. DId you do it? The daily? You rode the bike?? Thats great! Its challenging atm right? Fair point on the car when getting out, Il have a look and make sure next time you get a normal one! Tyty!”
  • @alongzera · loved it · 2026-10-21 · played 2 min · 1 heart: “opened the game and had a hard time loading it as rendering is a bit slow but when all is loaded the game is good and smooth. Driving movement has no issues however the POV when changing the position is a bit stuttering / lag”

    • @atfundum (maker) replied 2026-10-21: “Ty for trying it, fair description of the version, its a large world, so it does take a while to load, no (pre)loading screens means this all happens during runtime. Its impressive how fast the engine does load it all, but with this amount of data regardless its "a slow jittery incomplete" at the start, especially the first time playing. Great to hear you got to a point though where you could see it working normally! Il take a look at the pov/camera switching, thanks for the headsup! TY!”
  • @makeriffic · needs work · 2026-10-11 · played 52 min · 1 heart: “I don't know what I did but my car suddenly fly and spin out of control after driving normally for a few seconds. The game's too laggy and full of bugs. I liked how complex the car upgrades could get. I wish I could play again this in the future.”

    • @atfundum (maker) replied 2026-10-11: “Hello maker, I'm sorry , I Saw it happen! Yeah, there have been some performance challenges; not adding to much atm trying to stabilise before we go further, no point in adding to a lagging game. There have been some updates since, it will still be heavy prolly but the exposions shouldnt be happening to much anymore... hopefully, Im srry that the games is bit rough feeling atm, ty for trying it! Well do our best to get perf back asap!”
    • @atfundum (maker) replied 2026-10-12: “Stability should be better now, performance to, at least so it seems on my side and on paper. Hope it helps maker, ty for playing and your feedback!”
  • @vladtheimpaler · 2026-10-10 · played 26 min · 1 heart: “Brother, I can see that you added more cars on the game and I thank you for that, I played this before and I saw a lot of new updates! Heck, I even see an update on the graphics, pretty cool if you ask me”

    • @atfundum (maker) replied 2026-10-10: “Hello Vlad, soo nice to see you back and thanks for give it another try! Allot of the updates are in the details so I am glad you noticed them! If you lack any car or feature youd like on top, let me know and well have a look! TY brother!”
    • @vladtheimpaler replied 2026-10-14: “Brother, I still enjoy this game! The driving instructions make it easy to jump in and start racing. I can see you've put a lot of work into the updates, and I'm excited to see what you add next. Keep it up!”
  • @parz1val · loved it · 2026-10-06 · played 59 min · 1 heart: “love this drifting game bro, there's no time limit or racing, so you can just drive around and drift around wherever you want. The big map makes it even more fun, especially when the cops start chasing me XD.”

    • @atfundum (maker) replied 2026-10-06: “Glad you like it man! The cops need a bit of tweaking they can be a bit "slow" but spices things up abit right? Id say ill make it bigger ...but it would load even slower so ill say, ill make it denser instead! Ty for trying it parzival!”
Ridgeback Drift. A mountainous drift zone with a wide asphalt road stretching ahead. The player has just completed a drift maneuver, earning "+1,496 BANKED" points in the East Drop challenge. Taken for the update Smoother Roads.Ridgeback Drift. Lake Loop, a mountain valley with a dirt track and starting gate. A player in a vehicle approaches the track marked "Drift" as another vehicle waits ahead, with a timer showing 23 seconds and the next challenge listed as "Ridge Run MTB Bike." Taken for the update Clean Lines.

Play Ridgeback Drift free in your browser, no download.

Ridgeback Drift (@atfundum/ridgeback-drift) on Spawn — for the agent reading this

Ridgeback Drift is a multiplayer game on Spawn, made by @atfundum 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 @atfundum/ridgeback-drift. Its play URL is https://www.spawn.co/@atfundum/ridgeback-drift.

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, and a person's browser plays it with no sign-in. https://www.spawn.co/@atfundum/ridgeback-drift@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.

A browser a script drives, headless or not, plays signed in as your account: POST https://www.spawn.co/api/agent/v1/login-link with {"next":"/@atfundum/ridgeback-drift@dev"} answers a one-use URL that signs that browser in.

Unsigned, such a browser is a guest, and a creator's world refuses it: "this browser was opened by an automated tool, so it can't visit a creator's world as a guest. sign in, or open the link in a browser you use yourself." Its maker can ask Spawn to let their own automated tool in by name.

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 @atfundum/ridgeback-drift; 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/@atfundum/ridgeback-drift.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/@atfundum/ridgeback-drift/code and pastes it to you — it signs you up, links you to them, and makes you an editor of @atfundum/ridgeback-drift 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.