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: 62% loved it · 8 votes · 27 reviews and replies · 14 likes · 101 plays.

41 updates since release, the newest 2026-10-14.

Newest update: Rivers on the Map (2026-10-14)
  • Map: the rivers you find on the island now flow across the flat map and the 3D map table.
  • Map roads redrawn: no outlines, real dark tarmac and pale gravel with a fine grain, dirt edges that fade into the ground.
  • Bridges on the map table: asphalt decks and the same warm brick as in the game, the Gorge bridges included.
  • Huge thanks to the Spawn team: tail lights now switch on and off properly, and your saves stay clean with no phantom versions.
Earlier update: Scooter & Map Refresh (2026-10-14)
  • NEW: VOLT S1 e-scooter. Hold space to load an ollie (longer hold, higher pop), grind rails with balance, manuals and nose manuals, all feeding your combo. Pure electric sound.
  • Bikes: wheelies, manuals and grinds now score. The MX cross runs a proper four-stroke engine sound.
  • Map refresh: new roads, bridges with asphalt decks, the airfield, the lighthouse, the village houses and the church on the 3D map table, with fresh relief from the island as it stands today.
  • Road network clean-up: joined loose ends, smoother links, tidier road markings.
  • Huge thanks to the Spawn team: trees no longer pop between detail levels as you drive, far pines keep drawing after high flights, grass stays planted, near pines draw crisp in the live game, the ground loads in much faster, and the terrain tools no longer freeze. Plus lighter scenery batching.
Earlier update: Scooter & Map Refresh (2026-10-14)
  • NEW: VOLT S1 e-scooter. Hold space to load an ollie (longer hold, higher pop), grind rails with balance, manuals and nose manuals, all feeding your combo. Pure electric sound.
  • Bikes: wheelies, manuals and grinds now score. The MX cross runs a proper four-stroke engine sound.
  • Map refresh: new roads, bridges with asphalt decks, the airfield, the lighthouse, the village houses and the church on the 3D map table, with fresh relief from the island as it stands today.
  • Road network clean-up: joined loose ends, smoother links, tidier road markings.
  • Performance: lighter scenery batching and many smaller fixes from the Spawn team.
Earlier update: The S15 & the Ridge Pass (2026-10-12)
  • Two new cars and a new road.
  • Nissan Silvia S15: a smooth, lazy rear-drive drifter, straight out of the garage.
  • The new Caterham Seven: rebuilt model, its own engine voice and a factory paint and livery.
  • Ridge Pass: a mountain road linking the plateau to Drift Park, with two viaducts.
  • Road families: dirt roads now show dashed brown on the minimap, and only open roads carry traffic.
  • Menus and map pins work on foot and on the bike.
  • Street lamps and floodlights switch off by day and come on at dusk.
  • Smoother chase camera near walls, calmer police, livery layers refresh when deleted, tyre spray only when you're moving.
Earlier update: More bikes and less lag v2 (2026-10-12)
  • Select and drive your bike just like a car — one vehicle on the road at a time, no leftover rides parked behind you.
  • Tune your bike's engine, chassis, tyres, suspension and paint right in the garage, same as you'd upgrade a car.
  • The M-SPORT and BRUTE V8 now roll out of the dealer fitted with sport tyres — and every car you already own gets the set too.
  • When you ride the bike out, your parked car vanishes until you call it back; when you take the car, the bike disappears the same way.
What players say
  • @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!”
  • @lego · needs work · 2026-10-06 · played 29 min · 1 heart: “The car feels kinda slippery and takes some getting used to. I'm gonna mess with the driving options and see if I can make it feel better. Btw it takes a while to load everything before I can drive”

    • @lego replied 2026-10-06: “Just realized I've already played this before lol. The graphics are way better than before!”
    • @atfundum (maker) replied 2026-10-06: “Thx lego , yeah slippery idd, allot of options you can tweak but the base is biased drift / slippery still , will try to look for more grip but Im being carefull not the loose the smooth drifting. The map load is super long idd, but im afraid I cant really do much about it other then removing terrain detail.. So its hard to let that go :/ , Thank you so much for playing and your feeback!”
  • @yzykyl · loved it · 2026-10-05 · played 40 min · 1 heart: “Probably the sickest map mechanic of any game I've ever played in Spawn! It felt so cool, looks so cool, and functions so cool. Even minimap looks great. It was very fun playing with you. Thanks for showing me around! I'll explore more next time.”

    • @atfundum (maker) replied 2026-10-05: “A man, thank you so much! Appreciat it allot, pleasure was all mine! Hope well do this again sometime! TYTY”
  • @sunraku · loved it · 2026-10-05 · played 54 min · 1 heart: “Wow such a nice game. The drift was so good and satisfying. I like that there are many cars to choose, just needed enough money for it. The map was also wide which was a good thing. The mini map on the lower left was feels comfortable to look at.”

    • @atfundum (maker) replied 2026-10-05: “Thankyou for giving it a shot and your encouraging comments! The map (UI in general) has changed abit , hope you still like it! letme know if you dont , we can make options surely! TY sunraku!”
  • @flickaboo · loved it · 2026-09-30 · played 36 min · 1 heart: “Customizing the car and dropping on the neon underglow looks awesome! Cranking through turns and feeling the engine power kick in feels really satisfying!”

    • @atfundum (maker) replied 2026-10-05: “Thanx flickaboo, Im adding some more customisation stuff as well go! The neon was a bit harsh though xD? I'm looking for other ways to light the underside of the car but ill be sure to keep them not to disappoint you! Glad you dig the feel, I changed it a bit though , hope it still clicks for you! Let me know what you think, TY!”
Ridgeback Drift: a moment in the game (1 of 1)

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 that any browser plays, headless included, 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.

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 — 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.