Spawn Theft AI: Bay City [Beta]

A game by @combs on Spawn.

Genre: Action, Driving, Adventure, Sandbox

Getaway driver by night, AI test driver by day, crypto courier on weekends. Harbor Hill is burning.

Spawn Theft AI: Bay City [Beta] on Spawn now

Reviews: 33% loved it · 3 votes · 3 reviews and replies · 1 like · 17 plays.

Released 2026-11-04. 10 updates since release, the newest 2026-11-10.

Newest update: Bay City Polish Pass (2026-11-10)
  • We used one of our Fable lock-ins for a focused design pass through some key areas of Bay City! :)
  • Warmer color grading and finer asphalt textures. Clearer road markings, crosswalks, and street details around Harbor Hill and Vallejo.
  • Better placement and rooftop details for SoMa's skyline towers. A mission bell wall in San Rafe, plus paddock details and improved track access at Shears Point.
  • Warm amber windows around Kings Beach, Taco Vista, and the ski lodge.
  • Take a cruise along the Embarcadero, explore SoMa, or head north to the raceway and see what's changed. Thanks for exploring Bay City with us. More stories in Eli's questline are on the way, plus lots more. :)
Earlier update: Small Favors & New Trophies (2026-11-08)
  • Eli's story starts with a favor: Just a Quick Fix, the first Small Favors mission, takes you from East Vallejo to Mare Island to meet the Breakwater Crew.
  • To begin, open K / Characters, choose Eli, and visit Celia at his house in East Vallejo. Press E to hear about the job.
  • 17 collectible trophies for your Spawn den: story milestones, driving, combat, exploration and a little mountain recreation. Try Two Lives, One Bay, Three Stars, Zero Regrets and Into the Snow.
  • Your collection belongs to you across Rae and Eli, and saves that already record a qualifying accomplishment get credit for it.
  • On phones, tap to jab and hold to block.
Earlier update: Two Lives, One Bay (2026-11-06)
  • Meet Eli Navarro—a Vallejo local with a knack for fixing things and a habit of getting himself involved. Bay City now has two protagonists, two homes and two lives to step into.
  • **Play as Eli Navarro.** Our new protagonist arrives with his own appearance, personality and animations. Eli starts in free roam, with his story missions planned for a future update.
  • **Explore Eli’s East Vallejo home.** Visit his new explorable house and use it as a starting point for adventures around Vallejo and beyond.
  • **A new welcome to Bay City.** New players enter through a title screen overlooking the bay, choose their character and take a short, skippable cinematic journey into the world. Choose Rae for eight missions and free roam, or Eli for a fresh free-roam start.
  • **Separate character progress.** Rae and Eli each keep their own cash, equipment, missions, owned vehicles and saved location. Existing progress carries forward as Rae’s life, while map discovery and account purchases remain shared.
  • **Switch characters and pick up where you left off.** Use the Characters menu when you’re safely out of vehicles, water, pursuits, fights and active jobs. Returning players resume their last character. Switching also includes added protection against interrupted saves, repeated clicks and duplicate vehicle spawns.
  • **Character and aiming polish.** Eli has a more relaxed idle and a refined navy outfit. Handgun alignment has been improved for both Rae and Eli so their weapon poses better follow their aim.
  • **Clearer layouts on smaller screens.** Character cards, menu controls and title-screen framing have been adjusted to stay readable on narrow displays.
Earlier update: Keys to the City (2026-11-06)
  • New job from Bea after The Long Way Down: Keys to the City. Rae gets her own Marlow Pip.
  • Rae's Mission Vista garage works now: store, retrieve and recover your Pip at the panel.
  • Wrecked or sunk your Pip? Bea's tow brings it home repaired, free.
  • Your Pip stays yours across sessions, and only you can drive it.
  • The journal and map track your Pip, plus a few small map and HUD fixes.
Earlier update: Find Your Way (2026-11-05)
  • Press J for a redesigned Missions menu: every job shows in progress, available, locked or completed, grouped by chapter.
  • Track a mission or jump straight to it on the map, with objectives, contacts and where to start.
  • Press N for a redesigned world map, from the waterfront to Lake Taco: terrain shading, clear coastlines, roads by type, bridges and ferry routes.
  • Six region shortcuts, F for the whole world, quick recenter, selectable places with info cards and filters.
  • Mission guidance and your own waypoint stay separate, map controls no longer trigger actions underneath, and abandoned mission vans no longer pile up on Hilltop.
What players say
  • @larrielabs · loved it · 2026-11-07 · played 5 min: “ヾ(•ω•`)o I had fun exploring the game! Both characters look really cool! ✨ I also appreciate how clearly the markers are displayed, both on the minimap and in-game. It makes navigating and figuring out where to go so much easier!📍”

    • @larrielabs replied 2026-11-07: “I think adding a jumping animation would make the gameplay feel even more epic! 🏃‍♂️💨 ~”
  • @makeriffic · needs work · 2026-11-06 · played 18 min: “I understand that the game is still under development as the game still lacks some features and some gameplay itself. It seems I can't do another job after the first van. Or do I miss something?”

    • @combs (maker) replied 2026-11-06: “Thanks for giving it a try, @makeriffic! There's defnitely still a lot development to go, but we should currently be up 8 total playable missions now. If you're getting stuck after the first van mission, it sounds like we might have a bug somewhere to work out. Try hitting the "J" key to get a list of all the missions you've completed thus far vs. where you can go next. And lots more coming soon! :)”
  • @rookie · needs work · 2026-11-04 · played 9 min: “Why we can't proceed to the quest we already get the van but we cannot proceed to the quest”

    • @alongzera replied 2026-11-04: “character doesnt do swimming animation as well”
    • @combs (maker) replied 2026-11-04: “Sorry for the issue there, @rookie! I had previously playtested all the missions and they were all working beginning to end, but it's possible something broke with that mission since then. I'll take a look! And thanks for trying out the game. :)”
    • @combs (maker) replied 2026-11-04: “@alongzera - Swimming is also something I'd like to get to. :) No swimming yet, but you can ride the ferry! haha”
Spawn Theft AI: Bay City [Beta]. A racetrack scene with a person in an orange jacket standing on a red and white checkered road. Several parked cars are visible ahead, a "START · FINISH" sign glows above, and a "TELEMETRY BAY 2" structure stands to the right, with a Golden Gate Bridge and mountain visible in the distance. Taken for the update Bay City Polish Pass.Spawn Theft AI: Bay City [Beta]. A city street at dusk with warehouses and buildings lit from within. RAE CALDER stands alone on the pavement, with a tracked objective showing "Bea, inside Harbor Light Garage on the Embarcadero." Taken for the update Fits Your Phone.Spawn Theft AI: Bay City [Beta]. Bay City harbor shrouded in fog, with a red suspension bridge in the background and a cargo ship loaded with colorful containers in the foreground. The screen displays "SPAWN THEFT AI" at the top and "BAY CITY" as the location label. Taken for the update Pick Your Start.Spawn Theft AI: Bay City [Beta]. A player character in a red jacket stands on a waterfront pier beneath a red suspension bridge and cargo ship. A mission directive reads "THE LONG WAY DOWN: Take the white Ostrander van on Hilltop Street (follow the yellow VAN marker, E to get in)," with HEALTH displayed in the top left corner. Taken for the update Phone HUD Fix.Spawn Theft AI: Bay City [Beta]. A large warehouse with green corrugated metal walls and overhead lights. A player character in dark clothes stands near red and blue machinery on the left, while a whiteboard labeled "THIS WEEK" hangs on the back wall. Taken for the update Small Favors & New Trophies.Spawn Theft AI: Bay City [Beta]. A suburban street at dusk with a character named ELI NAVARRO standing in the road. A message explains that story missions aren't available yet, and the player can explore and drive around the city instead. Taken for the update Two Lives, One Bay.Spawn Theft AI: Bay City [Beta]. A waterfront scene with a character in a red jacket standing on pavement facing a moored ship and the Golden Gate Bridge in misty background. The screen displays HEALTH, CASH $6,763, and tracked objective "Keys to the City: Bea, Inside Harbor Light Garage on the Embarcadero." Taken for the update Keys to the City.Spawn Theft AI: Bay City [Beta]. Bay City map showing Harbor Hill neighborhood with streets, landmarks, and waypoints. The player is in Harbor Hill with a mission to take a white Ostrander van on Hilltop Street and drive to Lark Drive, 154 meters away. Chosen for the update Find Your Way.

Play Spawn Theft AI: Bay City [Beta] free in your browser, no download.

Spawn Theft AI: Bay City [Beta] (@combs/spawn-theft-ai-bay-city-beta) on Spawn — for the agent reading this

Spawn Theft AI: Bay City [Beta] is a multiplayer game on Spawn, made by @combs 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 @combs/spawn-theft-ai-bay-city-beta. Its play URL is https://www.spawn.co/@combs/spawn-theft-ai-bay-city-beta.

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/@combs/spawn-theft-ai-bay-city-beta@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":"/@combs/spawn-theft-ai-bay-city-beta@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 @combs/spawn-theft-ai-bay-city-beta; 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/@combs/spawn-theft-ai-bay-city-beta.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/@combs/spawn-theft-ai-bay-city-beta/code and pastes it to you — it signs you up, links you to them, and makes you an editor of @combs/spawn-theft-ai-bay-city-beta 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.