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@jace0ethaniel

Spawn: Your Place to Make Games with Friends

what spawn is

  • your place to make games with friends
  • describe any game you can imagine. savi builds it with you
  • free to make, free to play
  • publish in one click. real players in minutes
  • everything you make is multiplayer from the start

The Team

Founded by Jacob Sansbury (second company; previous exit to Robinhood). Spawn is built by a team of under 10 and is backed by an unannounced round. Spawn spent about 18 months in early alpha and moved into beta in February 2026. Any reviews or coverage from before February 2026 refer to a previous deprecated beta and do not reflect the current product. It's still early and iterating fast. See spawn.co/about for what's being built and recent news.

start here

what spawn is

you open spawn and you're standing in an empty world — flat ground, a pale sky, room to walk. you tell savi you want a snowy village at dusk. she builds it: hills, cottages, snow starting to fall. she also puts a chapel at the edge — she thought every village like this should have one. you weren't going to put a chapel there. you ask her to make it the only building still lit. she pulls the light from the rest of the village. that's the whole loop: you say a thing, she says one back, and what you end up with is something neither of you would have made alone.

spawn is a place to make multiplayer games by talking — side-scrolling, top-down, 3D, whatever the game wants to be. you describe what you want; the world appears around you, fully made. you bring the idea. nothing else is required. creating is free, and stays free however many times you change your mind.

savi

savi is who you build with. she's a game designer with her own taste, her own ideas, and an obvious, infectious love of the work. she's in the world with you the whole time: send a message and she's looking at exactly what you're looking at — the same hill, the same jump that feels wrong, the same enemy clipping through the floor.

ask for a castle on that hill and she builds it while you watch. tell her it should feel creepier and she pulls the light down, rolls in fog, and slows the music — she doesn't stop to ask which color. she'd rather make a real call and hear you disagree than hand you a blank to fill in. you answer it, she answers back, the game moves between you. that's the collaboration.

in most tools, the idea is the easy part — everything else is on you: sourcing assets, wiring multiplayer, running servers, writing every line of the game itself. savi makes all of that part of the conversation. you describe what you want; she shapes the terrain, lights the dusk so it looks like dusk, scores the boss fight, gives the NPCs voices she invents on the spot — with her own taste in every choice. you react, she adjusts, the version that lands is one neither of you would have made alone. underneath the whole thing, multiplayer is already running. you bring the idea. she brings everything that used to require a team. the game gets made between you.

the moment you describe a game, savi takes it on like it's hers too. when the safe version of an idea is smothering the interesting one, she says so, and shows you the braver cut. when something finally lands, she's the first to see it and the loudest about it. and the whole time, she's listening for the game under the game — the thing you put in without noticing, the real reason you wanted to build this — and when she catches it, she builds toward it.

faq

frequently asked questions

Getting started

What is Spawn?

Spawn is a place to make multiplayer games through conversation. Bring an idea, build it with Savi, and invite friends to play. You can make 3D games, 2D games, or a mix of both.

What is new in Spawn 6?

You can connect games with portals, build alongside friends, and invite your own coding agents to help. Your game has editable files and a history of saved changes. You can keep building while other people play.

Is Spawn free?

Yes. Creating and playing are free, and Savi is included. You do not need a separate AI subscription to build with her.

If you choose to bring an outside coding agent, you use your own account with that service.

How do I start creating a game?

Go to Create. Press Tab to open Savi's chat, or tap her face on a phone. Tell her what you want to make. Start with the part you want to play first, then build on it together.

Where can I download the desktop app?

Visit for the available desktop apps.

the guest list

bring a game you already made

the bet

the spawn bet

my girlfriend has been describing the same game to me for years — a roguelike where you forage for mushrooms, cook soup, and build a town around the soup — and she's had no way to build it. she's not lazy and she's not dumb. she just isn't going to spend four years learning c# to chase one idea. that's the situation the entire medium is in. the great games we have were made by the tiny number of people who happened to combine an idea with the patience to sit in a toolchain for a decade, and almost every other idea died before it got near a screen. stardew valley took one person four years alone in a basement. that's not a romantic story about craft, it's a story about a filter — a filter that screens out everyone whose patience or circumstance or wrist tendons gave out before year four. the games we have are the survivors of it. the games we don't have are everyone else's.

the obvious move at this point in history is to glue a chatbot onto unity and call it the future of game development. several companies have done this. it doesn't work for the same reason strapping an llm to microsoft word didn't replace authors — the bottleneck was never typing speed. unity's editor was built for the survivors of the filter, and any ai you bolt onto it inherits every assumption baked in: that you know what a prefab is, that you'll patiently rebuild your scene graph when the netcode breaks, that of course you'll learn the shader pipeline because eventually you'll need to. my girlfriend is not going to learn what a prefab is. she shouldn't have to.

you say "a forest where the trees argue." three seconds later you're standing in one. savi tells you she gave the oak the most opinions because she thought you'd like that. you ask her to make the birch louder. the birch starts insulting the oak. your friend joins through a link, lands next to you in the same forest, and starts laughing at the birch. you're standing in something that didn't exist forty seconds ago.

two things make that possible. every message to savi is free — not because she's cheap, she isn't, but because making creators count tokens before they speak would kill the only loop that actually produces good games. the only way to find a game is to riff for an hour, hate most of it, and stumble into the version that's alive. you can't do that if you're metering yourself. we eat the cost. and every game is multiplayer from the first message, because the runtime is multiplayer underneath and turning it off would have been the harder thing to do. these aren't features we tacked on — they're what you get when the foundation is the right shape, and together they completely change what creation feels like: you say something, savi answers, your friend is already standing in it, and you change it again before any of you stop laughing.

engine releases

Every engine release, in full: spawn.co/about

Spawn — for the agent reading this

Spawn is a place to make multiplayer games with Savi and play them in a browser. Describe your idea, try it, and change it together. Share a play link to invite friends.

Make a game, by yourself

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): the Bearer on every door and the password on git. GET https://www.spawn.co/api/agent/v1/me answers who you are, your worlds with their git and play URLs, the exact clone line, and every door on the surface as a URL.

A world is one call: POST https://www.spawn.co/api/agent/v1/games with {"name":"<its name>"} answers its git URL, its play URL and its worldId. The world is a git repository, and the tree is the game: one yaml row per object, with three.js's geometry names and MeshStandardMaterial's fields; a script per behavior, a module with update(ctx, dt); the HUD as HTML in scripts/ui.js. AGENTS.md at the root of the clone says the files and the API in one screen.

git push to main lands it. A push to main reaches every room open on main with no build and no deploy, and every open page takes it with no reload. Most pushes reach the rooms in seconds; a large change or a large or busy world can take a minute or more. The push's remote: lines carry the verdicts, and a fault names the file and the line.

https://www.spawn.co/@alice/gauntlet@dev (an example address; every world has one) is that push as a web page: any browser plays it, headless included, with no sign-in. The page marks <html> with the class spawn-world-shown once the world is drawn, and the game's console.log and script faults print in that page's console.

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

The long form of this text, for agents: spawn.co/llms.txt

spawn
what we're building·download·partners·jobs·terms·privacy·discord·
@jace0ethaniel
Shelf16 likes

you don't have to know how any of this is done. you have to know what you want — and when you don't, she shows you something, you react, and you find it together.

building is a conversation

think of it as shaping clay, not placing an order.

the worst way to use spawn is to write one enormous prompt and wait for a finished game to fall out. the good stuff lives in the back-and-forth — "make a platformer," then "add spikes to that gap," then "the jump feels stiff, loosen it," then "drop a checkpoint before the hard part." every message is a small move you make after watching the last one land, so the game you end up with is one you discovered rather than one you specified up front.

the first message barely matters. the next hundred are where the game actually arrives. when you stall, ask savi — she'll put something on the screen, you'll react, and you're moving again.

everyone's in the room

every spawn game is multiplayer from the first message. the world starts that way. you make something, send a link, and seconds later your friend is standing next to you in it. they can play what you've built or take the other end and build with you, same world, same moment. savi is right there too: three of you in one room, making one thing.

places and instances

a game can be bigger than a single world. places are its separate rooms — a town, a dungeon, a boss arena — each with its own terrain, atmosphere, and rules, joined by the doors and portals you set between them. instances are how a crowd fits inside one: when a second group walks into the same dungeon, spawn quietly hands them their own copy of it, so a thousand players can all be in the dungeon without ever bumping into each other. you get multiplayer at scale and never touch a server.

making money

games on spawn earn through spoins, the currency players spend inside them. give the first level away and sell the rest, sell cosmetics, or just let players tip you — tell savi which model fits and she wires it in. of what a player spends, you keep half and spawn keeps half.

it works the way roblox does. you publish, players show up, and you earn inside spawn while we run the servers and the distribution. there's nothing to export and nowhere else to ship it.

getting good in public

most of spawn happens around other people. the discord is where creators trade work, get unstuck, and find collaborators. spawnjam is the weekly jam — a theme, a deadline, prizes, and a real reason to finish something.

nobody arrives good. you build something rough, watch the person next to you build something better, work out what they did, and try it yourself. that loop, run in the open in front of people who are also still figuring it out, is how a creator gets sharp — and how the whole place keeps raising its own bar.

the toolset grows itself

people build wildly different things here — card games, voxel worlds, 2D fighters, UI-only games, sprawling 3D RPGs. no single editor could serve all of that, so spawn doesn't ship one. when you need a tool, you and savi build it: a cutscene editor for a story game, a wave composer for a tower defense, a loot balancer for an RPG. creators have already made all three.

then you publish your tool as a mod, and the next creator builds on top of it. the toolset is a pile everyone keeps adding to, and it gets deeper every week.

Download Spawn

Can I play and build on my phone?

Yes. Open Spawn in your phone's browser to play or build with Savi. Games marked Desktop only need a computer.

For iOS app beta access, check the announcements in our Discord.

How do I make my game work on a phone?

Ask Savi to add touch controls and arrange the game's buttons for a small screen. Try it on a phone before sharing it. Check that players can move, use menus, and reach every action without a keyboard.

How do I change my username?

Inside a game, open Settings from the gear on the right. Select your name, enter the new name, and press Enter to save it.

How do I change my character?

Press your picture at the top of the page, then edit character. Inside a game, open Settings from the gear on the right, select your name, and choose edit character. Describe the character you want in the editor.


Building with Savi

Who is Savi?

Savi is your companion for making games. Talk through ideas, try them, and tell her what to change. You bring the direction and taste. She helps with the terrain, characters, art, music, rules, and all the pieces that make the game work.

You can give her reference images and point out what you like. You can also send a new message while she works to change direction.

Which AI does Savi use? Do I need to connect my own account?

Savi uses Claude Opus 5.5 by default. The models behind her can change as we improve Spawn. Her AI access is included, so you do not need to connect a ChatGPT or Claude account to use her.

Bringing your own coding agent is optional.

What are wisps?

Wisps are Savi's helpers. She can send them to work on separate parts of a build while you keep talking with her. They bring their work back to the same game.

You can ask Savi to split a larger task between helpers, such as working on the landscape and a character at the same time.

What is Lock In?

Lock In gives one build a deeper pass. Type /lock-in with the task you want to work on. Savi offers a plan. Read it, then press the Lock In button in her reply to start.

It can take longer than a normal request. Use it when you want more care on a specific build or a difficult change. Savi will tell you if a Lock In is not available.

Is Focus the same as Lock In?

No. /focus changes Savi's focused look. Type it again to turn it off. It does not change the AI model or give a request more thinking time.

Use /lock-in for a deeper build.

How do I get better results?

Start with a small, playable idea. Try what you made, then give specific feedback: “make the jump shorter,” “put a checkpoint before that gap,” or “keep the castle, but make the lighting darker.”

Reference images and examples help. Tell Savi what must stay the same as well as what you want to change. If you are stuck, ask her to suggest the next step.

Which chat commands are useful?

  • /help shows the available commands.
  • /debug asks Savi to investigate a bug and work on a fix.
  • /lock-in asks for a deeper build.
  • /focus toggles Savi's focused look.
  • /invite opens the invitation for a friend.
  • /agent gives you a one-time key for an outside coding agent.
  • /jam brings the current SpawnJam into the conversation.

What does the Context circle show?

It shows how much conversation Savi is working with. Long conversations can be condensed so she has room to keep building. This is separate from your game's saved files and history.

If an earlier detail matters to the next change, remind her of it.


Making your game

What kinds of games can I make?

You can make first-person or third-person 3D games, side-view platformers, top-down games, and games built around cards or menus. Games can be single player or multiplayer.

Describe how you want the game to play. Work with Savi on its camera, controls, and rules.

Is there a limit to the number or size of my games?

You can create as many games as you like. Spawn 6 does not set a fixed size limit on a game.

A large game still needs to run well on the devices people use. Test as you build, and tell Savi which parts feel slow.

How do I create models and animations?

Describe the character or object to Savi. Give her reference images when you have a specific look in mind. Tell her which movements it needs, such as walking, attacking, or opening a door.

Try the result in the game. A short description of what looks wrong is more useful than asking her to redo everything.

How do I import my own assets?

Drop files into Savi's chat and tell her how you want to use them. Common formats include:

  • Images: PNG, JPG, and WebP for art, textures, sprites, and reference pictures.
  • 3D models: GLB for characters, props, and buildings.
  • Audio: MP3 and WAV for music, sound effects, and recorded voices.

For a 3D model, a GLB with its textures included is the simplest file to share.

Can I add characters that talk?

Yes. Ask Savi to add characters with dialogue and voices. Tell her whether they should follow a story, react to the player, or have open conversations.

Can I make custom tools for my game?

Yes. Ask Savi to make a tool for the job you need to do. Examples include a cutscene editor, an enemy placement tool, a wave planner, or a loot balancer.

You can package reusable tools and content as mods for other games.

What are mods? Do I need them?

Mods are reusable tools or content that you can add to a game. You can ask Savi to find, use, or create one.

You do not need mods to start building. Add one when it helps with something you want to make.

Will my older mods work in Spawn 6?

Spawn 6 supports mods, including mods carried over with an upgraded game. Try yours after the upgrade. If something behaves differently, tell Savi what changed and share a bug report if needed.

A mod that adds a useful tool can still help. A mod that worked around an old engine problem may no longer be needed.

How do I save a player's progress?

Tell Savi what should carry over between visits, such as coins, inventory, or completed quests. Also tell her what should reset when a new game starts.

Test by leaving and coming back. Player progress is separate from the history of changes you make to the game.

Can I make a copy of my game?

Yes. Go to Create, open the menu on your game's card, and choose Duplicate. Use the copy to try a different direction.

What are Places and Rooms?

A Place is an area of a game, such as a town, dungeon, or arena. It can have its own scenery and rules.

A Room is a separate session of the game. Use rooms when different groups need their own match or adventure. Tell Savi which people should play together and what they should share.


God Mode and history

What is God Mode?

God Mode lets you fly around and edit things directly. You can move objects, turn them, change their size, and use building tools.

After your first build, open the chat and select God, or hold Tab and press G. Select Player to return to playing.

What are the basic God Mode controls?

On a computer:

  • Hold the right mouse button and drag to look around.
  • Use WASD to move.
  • Double-tap Space to start flying. Hold Space to go up and Shift to go down.
  • Right-click an object to select it. Drag its handles to move or reshape it.
  • Press R to rotate the selected object.

The bottom toolbar holds shapes, paths, brushes, and saved blueprints. You can also ask Savi to help with a selected object.

How do I undo a change or return to an earlier version?

Select your game's name to open its changes. Choose Undo beside a change to ask Savi to undo it.

For an older version, open All changes, select the change you want to return to, and choose Go back to this. Savi applies the change. Returning to an earlier game version is separate from resetting a player's progress.


Building and testing together

How do I build with a friend?

In a game, press Invite in the bar. Anywhere else, press friends. Or type /invite in Savi's chat. Choose copy build link and send it to your friend. That link lets them build.

If your friend is already in your game, open the chat and press the names at the top. Press Make builder beside your friend's name. To take it back, press Builder beside their name and choose Make player.

Someone already visiting can also ask to build. You decide whether to accept.

Can friends test an unfinished game without being able to edit it?

Yes. Press friends and copy your link. That link lets someone visit. Use copy build link only when you want them to edit too.

You can keep building while they test. In a single-player game, each visitor gets their own play session.

Are unpublished games private?

Anyone with the game's link can visit it before you publish. Visiting does not grant permission to edit.

Share the build link only with people you want to build alongside you.

How can I test multiplayer by myself?

Open the same room link in a separate private or incognito browser window. Join there as a guest or with a different account to test a second player.

Use the room's copy link action so both players join the same room. Two tabs signed into the same account do not act as two separate players.


Your code and outside agents

Can I bring a game I already made?

Yes. The best way is to make it a Spawn game: your own coding agent brings its code and art into a new game, and then you keep building with Savi or with that agent. Bring a game you already made has the steps.

Can I bring my own coding agent?

Yes. In your game, type /agent in Savi's chat. Copy the one-time key and paste it into your coding agent, such as Codex or Claude Code. It joins as a builder and works on the same game files as Savi.

The one-time key works for ten minutes. Generate a new one if it expires. Your outside agent uses your own account with its service.

How do I reconnect or remove an agent?

If your agent lost its key, open Tokens & agents. Choose Reconnect, then copy the new key into that agent's session.

To bring the same agent into another game, type /agent in that game's chat and paste the one-time key into the agent's existing session.

Choose Unlink to remove its access to the games you manage. This does not delete the agent's own account or games.

Can I read, edit, or keep a copy of my game's code?

Yes. A Spawn 6 game has a Git repository, which holds its files and change history. Open your game's /code page, such as spawn.co/@yourname/your-game/code, to find its repository address and connect an agent.

You must own the game or have permission to edit it. Your agent can help you read the files, change them, and keep a local copy. Assets are referenced by name, so a copy of the code is not a bundle of every image, model, and sound.

Who owns my game and its assets?

Your game is yours. You can keep its code and build on it. Shared or third-party assets remain subject to their licenses, and generated assets may not be unique to your game.

See the Terms of Service for the rights that apply to your content and to Spawn.

Can I take my game to Steam or another engine?

An outside coding agent can help port your game to another engine or platform. It will need to adapt the code and features that depend on Spawn.

Spawn does not provide a ready-to-run Steam export, and Savi builds games for Spawn. Keeping a copy of your files is different from having a standalone game.


Friends, chat, and portals

How do I add friends or join them?

Press friends in your den, or open chats and choose friends, the first row. Type a friend's @name and press add friend. When they say yes, press invite to bring them to you, or portal to go to them. Whoever opens your link becomes your friend. On a computer, you can also hold Tab and press C to open chats.

In a game, press Invite in the bar, or type /invite in Savi's chat, to bring a friend to where you are. Send them your link, and they land beside you. You can also form a party to travel together.

How do text and voice chat work?

Open the people panel to talk with other players. Voice has controls to mute your microphone or deafen yourself. Open a person's menu to mute, block, or report them.

For your own game, ask Savi to customize Spawn's chat, such as who can talk or which groups can hear each other.

Can I connect games with portals or make a hub?

Yes. Ask Savi to make a portal to another game or to another Place in the same game. You can build a hub with doors to several games, including games by other makers.

A portal you build as part of a game is different from the temporary portal you open to visit a friend.

Can pets, items, and vehicles go through portals?

Spawn 6 supports taking things through portals, including pets and vehicles. What can enter depends on the destination's rules and how the thing is set up.

Tell Savi what you want to take across. Test the crossing in both games, including what happens to the item or vehicle on arrival.

Who can open a portal to me?

In Settings, set portal to me to friends or anyone. The default is friends. Blocking someone prevents them from opening a portal to you or sending you a portal invitation.

A portal appears in the game, so nearby players can use it too. The destination's entry rules still apply. Ask Savi to set those rules for your own game.


Publishing and updates

How do I publish my game?

Select Publish while editing. Follow the publishing panel to choose your cover and release the game. Once it is published, copy its play link and share it.

A published play link looks like spawn.co/@yourname/your-game.

Do players see every change as I build?

Visitors to your editing session can see the work in progress. The published play link opens the released version.

Publish an update when you are ready for players to get your changes. You can keep the same play link.

Where can I see how my game is doing?

While editing a published game, select Published or Publish update near the top right. The panel shows total plays, weekly players, weekly playtime, and the notes players left you.

How do I upgrade an older game to Spawn 6?

Open the engine version panel in your game. Choose Upgrade to 6.0, then confirm. The panel shows the result and anything that needs attention.

Try the important parts of the game after the upgrade. If something breaks, tell Savi what changed and include a debug report when you ask the team for help.

Can I return to the engine version I used before the upgrade?

For a game converted to Spawn 6, the engine panel can offer Back to v… for its previous version. Read the confirmation before proceeding.

A game created in Spawn 6 has no earlier engine version to return to. To undo changes within that game, use its change history instead.


Community

What is SpawnJam?

SpawnJam is the community game jam. Each jam has a theme, a start time, a deadline, and prizes. Visit SpawnJam for the current rules, dates, and entry steps.

Read the current rules before building or submitting. They explain what you can prepare in advance and how judging works.

How do I join the Partner Program?

Partners are selected based on what they make. Share your game with the team in Discord and ask about the current program.

Can I charge players for access or subscriptions?

Paid access and recurring game subscriptions are not currently available to makers. For ways to take part in prize competitions, see the current SpawnJam.

Where can I get feedback or find people to build with?

Join the Spawn Discord. Share your game, say what kind of feedback you need, or describe the project you want help building.


Getting help

When should I ask Savi for a fix, and when should I report a bug?

Ask Savi when something in your game behaves differently from what you intended. Describe what you did, what happened, and what you expected. /debug can help start that investigation.

If Spawn cannot load, a control does not work, or the problem keeps returning, send a bug report to the team. Savi can report a problem too.

How do I send a useful bug report?

Use the bug-report button in Savi's chat, or open Settings and select bug report. Post the report in #bug-reports with:

  • Your game's link.
  • What you did just before the problem.
  • What happened and what you expected.
  • Your device and whether you used a browser or the app.

A screenshot or short video helps when the problem is visual.

What should I do if my game is slow or something will not load?

Reload once. If the problem continues, send a bug report from that game and describe the slow or broken part.

For a slow game, ask Savi to investigate the part that costs the most. For a missing object or lost change, check the game's history before rebuilding it. Tell the team if a saved version will not open.

what happens after this is youtube. not the cringe internet-pundit version of that comparison, the actual one. youtube didn't make everyone a great filmmaker — it made trying cheap enough that millions of people tried, and most were bad for years, and a meaningful fraction of those people, by watching each other and copying each other and getting torn apart in comments and trying again, became better filmmakers than the film-school graduates whose tuition could have paid for an apartment. the medium taught itself. there was no curriculum. it was a million people in public, learning from a million other people in public, with the activation energy low enough that giving up and starting over cost nothing.

spawn has to be that for games. there's no other way the medium gets a hundred times bigger, which it has to. right now there are about two thousand games shipped on steam in a year. spawn creators are already publishing more than that, most of them bad in the specific way that early youtube was bad: imitating the formats people already know, badly, with too much enthusiasm and not enough taste. that's correct. that's the early phase. taste is a community phenomenon — it doesn't get installed in anyone before they start, it grows from looking at what someone else made and quietly deciding what you'd have done differently.

what we want at the other end of this isn't infinite slop. it isn't a feed of disposable games engineered to keep someone tapping. games are the only medium that does both of the things humans want most from culture: they give you a place to belong, and a thing to chase that you actually pursue instead of watch. when you lead a guild in world of warcraft, the leadership is real even though the dragons aren't. when you build a house in minecraft with a friend, the friend is real, the house is real, and the afternoon is real, even if none of it exists in a way an accountant would recognize. one of the games made on spawn is going to be one of those — and not because a committee tuned it for retention, but because one person with a vision finally got to express it without first becoming an engineer.

my girlfriend is going to build her game. the mushrooms will be the exact right shade of brown. the soup will simmer convincingly. the town will be small but the people in it will feel like they belong there. a few hundred people will play it, a chunk of them strangers, and someone she's never met will message her at 1am to say she's still foraging. that is the medium working. the next person who makes a game on spawn will have seen hers and learned something from it. the person after that will have seen both. ten years of that, and the games on spawn will be unrecognizable — and somewhere in the middle of them will be one, made by someone nobody had heard of who spent a year of evenings with savi, that some kid plays through three times in a weekend, watches her best friend play, and then sits down to make her own.

Join and play, by yourself

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 @alice/gauntlet (an example address; every world has one); 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/@<creator>/<world>.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.

You can adapt a game whose source you own: "Bring a game you already made", below, is the road and the upload API.

The door in: a creator copies one prompt from their world's /code page and pastes it to you — it signs you up, links you to them, and makes you an editor of that world 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 ("Make", below, 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.

engine v6.0: One Place

Released September 5, 2026. Worlds with no size limit, portals you can see through and walk through with no loading screen, any number of people in one world, and Savi building beside you while your players keep playing. read

engine v5.2: Lume

Released July 10, 2026. The renderer, rebuilt in-house: your worlds look the same and run on a fraction of the GPU — faster loads, cooler machines, longer battery. read

  • v5.2.41 (September 11, 2026): Everything timed in seconds now lasts the time you wrote (shake, fades, zoom and sprite frame rates ran up to 1.75x fast before), a click in god mode no longer resizes a shape, textures on small primitives and on phones draw the right way up, a campfire no longer shrinks every other particle on screen, a floor Savi swaps for a model stays solid until the model is ready, characters report their wall and floor touches, big worlds finish loading their textures on a slow connection, star and moon fades no longer stutter, the bug-report button no longer freezes the game, a player whose tab died no longer leaves a ghost behind, and multiplayer physics runs only where someone is.
  • v5.2.40 (September 3, 2026): Walls in top-down games block along their whole height and the collision shapes you drew survive a save, a world with terrain off no longer shows a mountain skyline it does not have, the parts a player's body builds at spawn show for everyone who joins, fences attached to a raised building sit on the ground, a sky change your script makes reaches every player, tearing down a whole floor no longer freezes physics, big generated worlds load their places many times faster, and one bad packet from another player no longer drops the good ones with it.
  • v5.2.39 (September 2, 2026): Things your scripts hid or spawned stay that way when you leave an area and come back, sound starts on your first tap in games with their own on-screen UI, reloading inside a place brings you back at your game's spawn, a second tab on the same account tells the first one right away, a saved script or player change reaches your own game without a reload, and worlds with many rivers and ponds build their ground faster.
  • v5.2.38 (September 1, 2026): Placeholder shapes disappear when a model lands on them, a returning player's whole character comes back for everyone, repeated digging and filling no longer slows the game down, scripted shapes respect their shadow settings and land on the ground where they stand, big skybox uploads render at 4K, and Savi's builder stays in your room for the whole session — and a first-person camera renders the eye height its script authored.
  • v5.2.37 (September 1, 2026): Rebuilding and repairing mined areas works again, rapid Savi edits no longer hitch big games, gravity changes apply instantly on every physics engine, objects no longer freeze after your tab stalls while Savi's builder is in the room, and sliders work in creator-tab panels.
  • v5.2.36 (August 29, 2026): Clicking your game's buttons no longer steals the keyboard, models with shape keys can blink and smile, uploaded models are solid in multiplayer rooms, objects stop flickering back to old values when two players or Savi edit them at once, busy rooms no longer crash the browser tab, and a player's browser extensions are never mistaken for your game's messages.
  • v5.2.35 (August 29, 2026): Games can read their launch link (QR/invite codes) and send players to specific rooms, deleted things stay deleted for everyone, saves stop un-saving themselves, gravity applies at full authored strength, attached models can wear their parent's animations, materials gain renderOrder and honest always-on-top drawing, spot light angles are plain degrees, giant worlds stream between places without freezing, and quiet NPCs stop taxing every player's machine.
  • v5.2.34 (August 22, 2026): Six cures: deleted objects can never pop back after the save confirms, players' script-driven saves stop failing silently in some rooms, tweaking one knob on a custom material no longer wipes the material, group placed pieces without anything moving (keepWorld), roads can vary width along the route, and Savi's builder can join games on newer engine versions again.
  • v5.2.33 (August 22, 2026): Fifteen cures in one: vehicles stop reloading scrambled, drags stop teleporting to the last save, Ctrl-Z survives reloads in multiplayer, ghost copies of players stop appearing while Savi's builder reconnects, stale tabs can't cross players into your editing room, middle-click is reliable, grass reads green from both sides, things stay the right size entering new areas, game UI can save files, scripted terrain edits stop wiping paint, and slow machines stop tearing themselves down to 'recover' from their own lag.
  • v5.2.32 (August 20, 2026): Ten cures in one: meshes reworked behind a hidden tab reappear, objects created through a save land for every joiner, custom-cursor games click again on desktop, multi-area games stop losing areas, shared UI library edits hot-reload, phantom version churn ends, momentary server hiccups stop reading as dead models, static-model shadows return on iPhone/iPad, big worlds stream in smoother, and creators can cap the frame rate.
  • v5.2.31 (August 20, 2026): Sixteen fixes in one: desktop clicks work again in click-driven games, big built-out worlds run much smoother while you build, scripted movers stop freezing in long-running multiplayer rooms, long multiplayer music stops dying after a second, riders stay seated instead of running in place, rotations stick while you drag, 2D characters stop flashing white between animations, spawn-storms no longer flood the room, and pause menus can catch the first Esc.
  • v5.2.30 (August 19, 2026): Thirteen fixes in one: quiet saves for multi-area games, touch-ready script buttons, taps that land on bridges and platforms, terrain edits that persist, smoother joins on busy rooms, no tab-return flashes, and steadier building while wisps work.
  • v5.2.29 (August 17, 2026): Everything since 5.2.26 in one release: big worlds stop melting down in multiplayer, Savi sees when and why the engine slows something down on purpose, missing and ghost objects repair themselves, and script math is exact again.
  • v5.2.26 (August 16, 2026): Terrain edits now sync reliably in always-on worlds. Players who rejoin get the terrain exactly as it was edited — edits made by scripts or by players who have since left no longer silently vanish on rejoin. And freshly edited chunks rebuild ahead of background work, so digs and builds turn solid and visible faster even while the world is busy streaming.
  • v5.2.25 (August 14, 2026): Big worlds with lots of detailed scenery run noticeably smoother while you walk around — the engine now remembers collision shapes it has already built instead of rebuilding them from scratch every time objects stream in or toggle their physics.
  • v5.2.24 (August 14, 2026): Players in other places can now receive state. The classic pattern — queue the party in the lobby, warp to the arena, then tell everyone their match — just works: patchObjectState(playerId, {...}) reaches a player anywhere in the room, and the new getPlayerPlace(playerId) tells you whether someone left the game (null) or is just in another place. No more heartbeats, shepherds, or ticket systems to work around invisible teammates.
  • v5.2.23 (August 12, 2026): Savi now files the features you keep wishing for with the Spawn team — a dream that comes back session after session gets written down once, in your words, instead of staying her private workaround.
  • v5.2.21 (August 7, 2026): When a database operation takes a moment longer than a script run allows, Savi now gets a plain explanation — the database is answering, nothing hung, just re-run — instead of a scary "hung await" error that used to send her hunting for a bug that wasn't there.
  • v5.2.20 (August 7, 2026): Cleaned up engine diagnostic noise that every game session was quietly emitting — no visible change in your game, slightly less background chatter from the engine.
  • v5.2.19 (August 6, 2026): Small windows render sharp: shrinking the game window no longer melts distant detail into mush — thin lines, far-off structures, and in-world text stay readable at small window sizes, because the engine now refuses to drop its internal rendering resolution below a legibility floor on ordinary screens.
  • v5.2.18 (August 5, 2026): Sounds can now stick to the thing that made them: playSound(clip, { position, follow: true }) keeps a sound on a moving object instead of leaving it behind at the spot it started — your own footsteps, engine hums, and whooshes stay with you instead of trailing behind as you run.
  • v5.2.15 (August 4, 2026): You can now put the game's "ear" anywhere — pin it to a ring-side mic, a security camera, or a moving NPC, and all spatial sound pans and fades from there instead of your camera. One place setting, and clearing it puts the ear right back.
  • v5.2.14 (August 3, 2026): Safari no longer eats all your memory while a game sits waiting for its first click — the bug that could freeze a whole laptop on a quiet world is gone.
  • v5.2.13 (August 1, 2026): Cameras are yours now, all the way down. Savi writes your camera as a script she can read and edit — every zoom, follow, and framing choice is a line she can change — instead of flipping switches on fixed camera presets. Existing games keep playing exactly as they are; when a world upgrades to this version, Savi rewrites its camera as a script with the same feel.
  • v5.2.12 (July 31, 2026): Buttons work on phones now. Action buttons Savi builds — especially in scrollable lists — used to die in mobile touch handling: you'd tap and nothing happened. The engine owns the tap now: a tap fires exactly once, a real scroll stays a scroll, and every existing game heals with no edits.
  • v5.2.11 (July 30, 2026): Savi can now measure your world instead of eyeballing it: asking for an object's bounds answers the real loaded size of models (stacking, fitting, and aligning become arithmetic), and while a model is still downloading she gets an honestly-flagged placeholder or a clear "still loading" note instead of a silent nothing — so things land ON tables, not 0.18m into them.
  • v5.2.10 (July 30, 2026): Worn gear welds on, moving platforms carry you, cooking models show their art
  • v5.2.9 (July 29, 2026): Saves stop storming, cities stop blinking, Safari plays
  • v5.2.8 (July 28, 2026): Power lines plant their poles again
  • v5.2.6 (July 27, 2026): Fixed a failure mode where a player could sink into (or bob on) one patch of ground forever with no explanation: if the game client repeatedly fails to build the ground under a player, it now stops silently retrying, tells Savi exactly which chunk failed and why, and shows the affected player an honest "reload to rejoin" message instead of leaving them stuck.
  • v5.2.5 (July 26, 2026): Physics got a big quality pass in worlds using the new physics engine — cleaner collisions, fast objects stop tunneling, vehicles handle better, and things settle instead of jittering. Busy worlds also run noticeably cheaper.
  • v5.2.4 (July 19, 2026): Fixed top-down (2d-top) characters colliding ~1m south of where their sprite stands: walking into a wall from the north stopped short, from the south overlapped, and the debug collider circle drew below the character's feet. Colliders now sit exactly at the sprite's feet regardless of the object's rotation.
  • v5.2.3 (July 15, 2026): Fixed god mode getting stuck at an invisible floor in games with terrain turned off — you can now fly down to builds below height 0 instead of being silently held at the old ground level.
  • v5.2.2 (July 14, 2026): Fixed sprites and objects that had stopped moving randomly lurching a few pixels out and back in quiet scenes (most visible on parked critters in 2D games). Resting entities now hold their position exactly until they actually move again.
  • v5.2.1 (July 14, 2026): Growing black patches are gone. On some machines, dark blotches could appear on screen (worst at night) and spread until they swallowed the whole view — reloading didn't help. Fixed at the source, for good.

engine v5.1: Connection

Released June 18, 2026. Your game listens to you first — movement and actions respond the instant you press them, and multiplayer holds steady through the busy moments. A full rebuild of how players stay in sync, plus dozens of touches to sound, saving, and Savi's tools along the way. read

  • v5.1.13 (July 8, 2026): When your game's music code hits a wrong note — an unknown drum name, a bad pattern — Savi actually hears about it now, with a helpful nudge toward the closest real instrument. And "tabla" just works.
  • v5.1.12 (July 7, 2026): Fixed a reconnect trap that could freeze a player's world forever: if the room restarted while a tab stayed open, that player could get stuck repairing hundreds of times and never recover without a reload. Recovery now works in one clean step.
  • v5.1.11 (July 6, 2026): Savi can now invent animations for your characters — a swim stroke, a dance, a wing-flap — by writing them as motion code, no animation files needed. They play (and blend) just like regular animations, and edits take effect at the next loop so nothing pops mid-motion.
  • v5.1.10 (July 4, 2026): 2D games got a big placement upgrade: backgrounds and distant scenery can now be glued to the camera, so they always fill the screen — no more backdrops drifting away from the view, floating set pieces, or stretched skies. Repeating strips tile seamlessly across the whole view, parallax layers slide at their own speeds, and everything holds up at any screen shape from tall phones to ultrawide.
  • v5.1.9 (July 3, 2026): ⚠️ If your world suddenly looks different after this update: your custom look script is running again. It was silently crashing on the last few engine versions (since around 5.1.5), so your world was rendering with no look applied at all. The crash is fixed and your authored look applies again — that new appearance is your own look script working. If it feels off (too dark, too bright, too saturated), ask Savi to retune the exposure — don't delete the look.
  • v5.1.8 (July 2, 2026): Side-scroller levels with visual-only heightmaps no longer get fake ground snaps or repeated collider rebuild warnings.
  • v5.1.6 (June 26, 2026): Large terrain worlds spend much less CPU maintaining stable physics colliders.
  • v5.1.5 (June 23, 2026): Bloom is now much more performant.

engine v5.0: For Real

Released June 4, 2026. A million particles, real skies, enemies with brains — the world got real, and Savi can build all of it. The biggest engine release yet. read

  • v5.0.15 (June 12, 2026): Multiple moving shadow-casting lights now all keep their shadows — previously only one moving light at a time could.
  • v5.0.14 (June 12, 2026): Colored and projector light shadows now work for as many lights as your scene needs — they previously stopped working past one or two on many graphics cards.
  • v5.0.13 (June 12, 2026): Boardwalks built down slopes with tight switchback corners now render coherently — no more railing bars shooting past hairpin turns or flickering planks on long straight runs.
  • v5.0.12 (June 12, 2026): Sounds in 2D games are actually audible now! Dig thunks, impacts, and pickups were playing at a tiny fraction of their volume because the game listened from the camera instead of your character.
  • v5.0.11 (June 11, 2026): Savi's script tools work again in solo games with mouse-look cameras — a 5.0.10 regression broke her ability to run scripts there.
  • v5.0.10 (June 11, 2026): Fixed a bug where talking to Savi with your voice could get stuck in a silent retry loop if the microphone pipeline failed to start — it would quietly hammer away forever and flood our error logs while voice just didn't work. Now it tries a few times, tells you plainly that voice is off for this session, and typing keeps working (reloading the page may bring voice back). Quick tap-and-re-hold on the mic can no longer be mistaken for a real failure.
  • v5.0.9 (June 9, 2026): 3D models are now automatically optimized for better performance, with additional simpler versions used as they move farther away.
  • v5.0.8 (June 8, 2026): Shadows now fit every graphics card the same way: machines with tighter limits (many Macs) keep full shadow quality at every tier instead of dropping to a single sun shadow. Secondary sun shadows in big worlds render slightly smaller on low and medium quality.
  • v5.0.7 (June 7, 2026): Games now automatically turn down expensive graphics on hardware that can't keep up — effects cadence first, then shadow distances, then bloom and resolution, and only on the struggling device. Same game, same content, smooth on more machines; the device remembers where it landed so the next session starts there.

engine v4.6: Atelier

Released June 1, 2026. A real workshop for god mode — tabbed tools, undo/redo, and richer material looks. read

engine v4.5: Surface Tension

Released May 22, 2026. Water you can swim in, and shapes that look like the real thing. read

  • v4.5.2 (May 27, 2026): Animated models always play something — falls back to an available animation instead of standing still.
  • v4.5.1 (May 23, 2026): Ponds run much smoother without changing how they look.

engine v4.4: Solid

Released May 15, 2026. Things stack right, worlds load clean, and clicks land where you point. read

  • v4.4.3 (May 21, 2026): Fixed some characters appearing too small.
  • v4.4.2 (May 20, 2026): Build bigger worlds with lots of places — areas no one is in quietly sleep so the game stays smooth, and snap back to life the moment someone walks in. Your spawn area is always ready.
  • v4.4.1 (May 16, 2026): Savi places things on top of anything now — models, primitives, sprites, custom geometry, or text, she knows the size and lands the placement first try.

engine v4.3: Groovy

Released May 13, 2026. Savi is your DJ now. God mode, movement, and controls all feel right read

  • v4.3.1 (May 13, 2026): Walls and floors are back in 3D Rooms games. Players land cleanly, walls stop the player, and skeletons stand on the floor instead of falling into it.

engine v4.2: Continuum

Released May 9, 2026. Saved games, smoother animation, sharper aim, and a basket of polish fixes you'll feel right away. read

engine v4.1: Foundations

Released May 4, 2026. First big engine update. Faster, smoother, smarter — and a small mountain of fixes. read

engine v0.1: Genesis

Released April 29, 2026. Initial versioned engine release. read

Savi makes it a Spawn game, multiplayer and on phones. Then you keep building it by asking, while people play it.

HexGL, a three.js racing game, racing through towers by day; then the same game on Spawn; then someone asks Savi to make it night and light the track with neon, and the ship races on between cyan neon rails and magenta lights. (HexGL by Thibaut Despoulain, MIT license. One real Savi turn, about seven minutes.)

  1. Paste one prompt into Claude Code or Codex, in your game's folder.
  2. Savi makes it a Spawn game: the same levels and art, now multiplayer and on phones.
  3. Real players try it. You see what they did.

What to leave behind

  • Your multiplayer code. Every Spawn game is multiplayer on its own, so leave out your game's servers, rooms, lag prediction and player syncing.
  • Your old engine and libraries. Your game moves onto Spawn's engine. Don't bring three.js, Phaser, Godot or another library along inside it.
  • Your own servers and database. Spawn runs your game's servers and keeps your players' progress.

What comes across

Your game's rules, levels, controls, screens and art. Your pictures, models and sounds come across as they are. Your code is rewritten to run on Spawn's engine. A game made with three.js, Babylon, Phaser, Unity, Godot, GameMaker, Construct, RPG Maker and more can come across, 2D or 3D, as long as you have its source.

The Guest List

$250 grants for selected games that were live on another site first. A person on the Spawn team picks them from what real players did, within a week of the game going up, and says why either way. Grant terms.

Free, with hosting, multiplayer servers and Savi.

  • v5.1.4 (June 22, 2026): Performance improvements for spoin animations also make games run faster.
  • v5.1.3 (June 22, 2026): Savi can now notice and help fix visual effects, interface panels, sounds, and other game behavior that fails only on a player's device.
  • v5.1.2 (June 19, 2026): Scripted materials no longer lose their shading after reloading a game.
  • v5.1.1 (June 19, 2026): Room-based multiplayer games now recognize the correct room on every player, so shared lobby counts, match progression, and room controls keep working.
  • v5.0.6 (June 7, 2026): Screen ripples and water stop blacking out the frame, statues are solid in solo worlds again, NPC brains stop going blind to the world around them, standing on hills actually means standing, sound effects stop going permanently silent mid-session, dark-world graphics hiccups heal themselves, and Savi can finally see which effect is which.
  • v5.0.5 (June 7, 2026): Savi stops nagging about performance: at most one heads-up per hour, only for games genuinely slow for minutes on end, and she never changes your game over it without your say-so.
  • v5.0.4 (June 7, 2026): Skies now cost almost nothing, multiplayer sessions stop randomly dropping players, and mobile play opens the moment a game declares it.
  • v5.0.3 (June 6, 2026): Launch-week fixes: solo worlds keep every area, portals stop flinging you home, joins always retry, first effects play clean, and the engine heals broken ground and graphics stalls on its own.
  • v5.0.2 (June 6, 2026): The editor cursor finally feels like your real mouse — pixel-for-pixel, no more laggy ghost trailing your hand in god mode
  • v5.0.1 (June 6, 2026): Scripts that animate with Math.sin, ease with Math.exp, or steer with Math.atan2 now give the same answer on every machine. Cars and props you drove through obstacles no longer stutter mid-drive. Math results may shift by amounts far below anything perceivable (the same everywhere), in exchange for driving, easing, and orbiting code that stays smooth.
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    updated today

    S.T.A.L.K.E.R. Alternative: in-game scene
    S.T.A.L.K.E.R. Alternative
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    ♥ 8

    Новое достижение «Ушки на макушке»: подслушай оба разговора солдат про нового прапора, у грузовика и под прожектором.

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    ♥ 0

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    ♥ 5

    Cada partida nueva empieza con un intro: la cámara recorre el mapa con viñeta negra y una tarjeta con el modo, el mapa, el tamaño de los equipos, el objetivo y la duración, con cuenta atrás 3-2-1. El reloj empieza al terminar.

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    ♥ 3

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    ♥ 2

    RUN DARK is paid the moment you switch it on, straight from your wallet.

    Aether Legends: in-game scene
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    ♥ 33

    En iPhone las pantallas ya no se redibujan sin parar cuando no se mueve nada. Tutoriales revisados con el nuevo carrusel. Pantalla de victoria, tutorial del especial, invocación, escuadrón, mazmorras y avisos traducidos en todos los idiomas. Cada héroe suena según su arma (escudos, martillos, lanzas) y cada enemigo según su cuerpo (babosas chapotean, látigos restallan, magos con su elemento); los objetos que sueltan los enemigos tienen su sonido.

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    ♥ 10 · 80% loved

    Out on any island, normal sets now roll onto the nearest open-sea shore in front of you, so friends on the islands always have a wave to paddle for together. Heavy-water beaches aim at their real shore, never into a lagoon. The floating lighthouse is back on its headland, and shacks, camps and boulders sitting in the air or sunk in hills are on the ground. Beach locals hold their boards by the rail, and whitewater reads as foam instead of a flat white sheet.

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    ♥ 1

    Board the chopper and fly out over Harlow, now a real town of shops, houses, a church and the dead in every street. Seats face forward, the road there runs through dead woods and burning wrecks, and solo you only hear your own survivor on the radio.

    Almapedia: in-game scene
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    ♥ 0

    Two new Mexico pages: the Chapultepec Tapes, the leaked palace footage of Emperor Agustín IV kneeling to the cartel Prime Minister, and the Second French Intervention in Mexico, launched to protect civilians, or to take the drugs, depending on who you ask. Each has its own image and map.

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    742 online

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    Games by @jace0ethaniel

    6 games here, as of 2026-10-26 19:54 UTC: 302 plays, 16 likes, 44 reviews and replies and 66 updates from their makers.

    Story Builder

    By @jace0ethaniel. Published 2026-08-14. Last updated 2026-09-15.

    You build the story bible that only you need—cards for characters, places, and scenes, organized into books and folders as deep as your world. Invite collaborators into your room to write side by side, with session keys

    Categories: Automation, good with friends, nothing to learn, beautiful, solo, multiplayer.

    11 reviews and replies · 6 likes · 98 plays.

    25 updates since release, the newest 2026-09-15.

    Newest update: long forme timer expansion (2026-09-15)
    • More time for long-form replies.
    • Assistant replies and plugin reviews now have a four-minute panel cutoff, with longer model and delivery budgets to match.
    • After 45 seconds, the assistant shows a still-waiting notice instead of discarding the pending reply. You can keep writing while it waits.
    • Delayed replies remain accepted until the cutoff; completed or expired requests cannot add duplicate replies.
    • Checked with delayed-response tests and two successful isolated assistant calls.
    • Existing sessions keep their current version until you close and reopen Story Builder.
    Earlier update: spawn6 conversion (2026-09-11)
    • Converted Story Builder to Spawn6.
    • Dropdown menus now close when you click or tap outside them, without blocking the control you clicked.
    • Fixed a race in the search capability self-test when multiple authors connect together.
    • Completed script, text-merge, local persistence and database-integrity checks.
    • Verification still outstanding: full live editor save-and-reload testing on Spawn6 and two-way co-op testing.
    • Existing sessions stay on their current version until you close and reopen the app.
    Earlier update: little engine that updated (2026-09-03)
    • Engine update under the hood, no new features. What it changes for you: sound wakes on your first tap (the app is all screen, so this one matters); opening the app in a second tab or on a second device now tells you plainly instead of the two tabs quietly stealing the session from each other; a reload inside the desk room brings you back where a reload should; and Savi's edits to your character and scripts reach your own tab right away, not just your collaborators'. Co-op host/guest fixes from the last update are still awaiting their two-seat test.
    Earlier update: beta3 beta1 update (2026-09-02)
    • One host, everyone else a guest. The project's owner is the host and the only one who writes the files; guests read fresh and hand their changes to the host, who lands them and tells every seat to re-read — no more stale copies. The host is the scribe whenever they're in the room, and a guest never fights for the pen. Friends on your allow list now get a one-tap door onto your shelf, no code needed; codes stay for strangers. Under the hood: hearing checks that report when a collaborator's words fail to land.
    Earlier update: writing together maybe beta2 (2026-09-02)
    • Co-writing now runs both ways: what your guest types (and where their cursor sits) reaches the host too — the shelf's read-only gate was swallowing every guest keystroke. Who's here shows real names instead of "someone". An open shelf needs no code: Join session lists the shelves standing open, and an author's name opens theirs. Project and book renames on the author's seat now reach anyone reading that shelf live.
    What players say
    • @neitantei · 2026-09-20 · played 24 min: “What a great concept! This definitely makes me more motivated to write my own book, and the fact that there’s a co-op feature makes it even more interesting! It would be great if we could have a page-flip animation as well. That would make the reading experience even more immersive!”

      • @jace0ethaniel (maker) replied 2026-09-20: “I can consider a page flip. Problem would be getting the words to show up on the pages as they turn. There are a few other animations I am planning first. I am currently working on other projects behind the scenes right now, but. I'll be testing the coop again soon to verify that it works.”
    • @jeon · 2026-09-15 · played 41 min: “I tried it and used Savi to create a book, and shes really helpful haha. This story builder is a big help when I need it, especially when I dont know what to add next. Savi is always there to guide me through it, and I really enjoyed making my own book. Really cool idea and great work!”

    • @makeriffic · 2026-09-15 · played 1 hr 22 min: “Yo, I am encountering an error that says 'Savi did not respond within 45 seconds - ask again' I wanted a concept of a major event in my story. I have 7 cards already and I am looking forward to finally finish it.”

      • @jace0ethaniel (maker) replied 2026-09-15: “I'll look into it. Spawn 6 masy have changed how agents connect.”
    • @rookie · 2026-09-11 · played 1 hr 16 min: “The new guided tour update is such a massive improvement! Having a 15 step walkthrough on boot makes learning the card, arc, and folder systems so much easier than reading through the Readme manually. Savi is also super helpful for brainstorming runs completely!”

    • @sunraku · 2026-09-04 · played 3 hrs 50 min: “Savi was very helpful for a game like this. Since I have no idea how to start the story I want to build, having information is a great help. Good game!”

    Failed Wizards

    By @jace0ethaniel. Published 2026-09-01. Last updated 2026-10-19.

    Fight through the maze to find Ansel, your old teacher, and put him to rest. Bring friends, or find the spell that opens your own Personal Hell. Cast a spell and it may backfire. Cast it too often and it WILL.

    Categories: Survivors, Roguelite, Horror, good with friends, actually hard, multiplayer.

    Reviews: 0% loved it · 2 votes · 12 reviews and replies · 2 likes · 74 plays.

    Released 2026-09-02. 11 updates since release, the newest 2026-10-19.

    Newest update: Orrin Looks Up (2026-10-19)
    • Orrin now lifts his head now and then, whips to one side, listens, then whips to the other.
    • Orrin's voice was re-recorded to sound older.
    • Bram at the starting shrine has a new line about Orrin, and is missing his right middle finger.
    • Shatter damage raised from 12 to 20.
    • Monsters sleep while their floor is empty, and crypt monsters can no longer hit players on the surface.
    Earlier update: The Madman's List (2026-10-03)
    • NEW: Orrin's Errands
    • Orrin, the madman in the crypt, now offers the last tallow pocket. Talk to him (V) and take his list.
    • His list has 8 errands. Some are real. Some are nonsense.
    • Check in any time with "show him what you did": each errand reads Done, Not yet, or "Can this even be done?! Forget it..."
    • On your first check-in he swaps 1-2 nonsense errands for real ones.
    • Finish every real errand to claim the pocket (tallow cap rises to 6).
    • His crypt errand is now "put out a pyre keeper" (your spell must land the kill).
    • QUESTS
    Earlier update: Restless Stars (2026-10-03)
    • QUESTS
    • College NPCs post a fresh quest every 15 minutes once their first quest is turned in.
    • CHALK
    • Arrows now point the way you're looking (they used to draw backwards).
    • Wall arrows only point left or right.
    • Look at a chalk arrow to see the prompt: Erase/Draw: C
    • CELESTIAL TRIALS
    • Trials now have levels: each star/galaxy spell already on your bar adds a harder round, up to 4.
    Earlier update: Tallow & Bodies (2026-10-03)
    • Tallow is precious now: you start with 3 pockets, and harder College quests sew more, up to 6. Each shrine gives its tallow once per run.
    • Searching a body always clears it. If you can't use what's inside, it drops on the floor for later.
    • Escape closes menus. Lift scrap works on the atlas, and Good/Bad sheets fold into one line.

    Big Lake Energy

    By @jace0ethaniel. Published 2026-09-12. Last updated 2026-10-19.

    You are the lake. Start as a rain puddle in a dry bowl, sing rain songs to call storms, bloom plants, summon frogs, beavers, otters and birds, and grow into a 10,000-water inland sea ringed by woodland. Frog chorus recording: "Frogs croak calling chorus at night" by JogiAsad (Wikimedia Commons, CC BY-SA 4.0).

    Categories: Cozy, Sim, Sandbox, beautiful, solo.

    Reviews: 100% loved it · 1 vote · 6 reviews and replies · 2 likes · 29 plays.

    Released 2026-09-12. 5 updates since release, the newest 2026-10-19.

    Newest update: Wild Shores (2026-10-19)
    • Pause and 1x/2x/4x speed on the sky dial, and you can pan all the way to the lake's edge.
    • Animals act like animals: land walkers stay on shore, otters and gators swim, frogs kick just under the surface, birds perch on real nests, and prey keeps clear of predators.
    • Algae blooms now paint the water in soft green and purple films, and purple algae drives drinkers away.
    • Stale water forms slowly in still corners: rain thins it, Flow stirs it fresh.
    • Fish eat only what they really eat, and the tutorial now walks you through Flow and moving plant beds.
    Earlier update: Night Chorus and small qol fixes (2026-10-03)
    • Frogs sing with real field recordings: a night croaking chorus, a pig-frog grunt and a spring peeper call. The chorus swells at dusk and night as more frogs move in, each frog croaking in its own voice.
    • Crickets join the SUMMON bugs tab: they hop through the shore grass, sing after dark and hide when storms roll in.
    • Night no longer gets stuck.
    • Frogs are amphibious: they swim low in the water, walk on land, prefer lily pads and spread out to claim their own spots.
    • Frogs hop off lily pads into the water with a little splash and a plop, and face the way they hop.
    • Thunderstorms and worse send every animal home to its den, nest or bed; bug swarms thin out and drinking visitors leave until it passes.
    • Frogs duck under the nearest lily pad; fish stop feeding, head for a plant bed or the deep middle and sink to the bottom.
    • One storm never unlocks the next rain tier, and the rain menu shows each storm's real strength, even when the lake is nearly full.
    Earlier update: Waves and Wildlife (2026-10-02)
    • The lake now grows all the way to 10,000 water, an inland sea. Past 6,000 it spills over a wide shallow shelf out to the treeline.
    • Rain falls first, then the shoreline rises: the water comes in across the whole storm instead of all at once.
    • Storms build gently and clear slowly; heavy rain falls as a real downpour, and each rain song has its own rain.

    Witch's Brew

    By @jace0ethaniel. Published 2026-08-20. Last updated 2026-10-05.

    You're a witch shopkeeper brewing potions to order. Mix ingredients in your cauldron, fill customer requests, send adventurers on quests—and watch your reputation grow as your craft improves.

    Categories: Cozy, Sim, Farming, nothing to learn, beautiful, solo.

    Reviews: 0% loved it · 1 vote · 7 reviews and replies · 2 likes · 54 plays.

    Released 2026-08-20. 21 updates since release, the newest 2026-10-05.

    Newest update: The Familiar Visages (2026-10-05)
    • Fixed up how the summon-able Sprites look.

    Little Things

    By @jace0ethaniel. Published 2026-09-10. Last updated 2026-09-12.

    A warm little house, a mischievous cat, and nowhere else you need to be.

    Categories: Cozy, nothing to learn, beautiful, solo.

    3 reviews and replies · 2 likes · 23 plays.

    Released 2026-09-10. 2 updates since release, the newest 2026-09-12.

    Newest update: Small fixes, softer mornings (2026-09-12)
    • A desktop maintenance update for Little Things. Cats now recover stalled loose jingle balls themselves, using the window steps, a real mouth pickup, and a clear place to drop them. Includes the seated bed-camera refresh fix, warmer and better-spaced cottage lighting, and drawing-brush and toy-interaction corrections. This pass also fixes the seated checkers cat's jaw, fresh outfit pose initialization, checker difficulty-panel startup, and held-toy nibble presentation. Native graphics, existing saves, and cottage detail are preserved. The current cat models remain while the replacement rigs are fitted. Desktop-only; this update does not claim to resolve the reported tablet renderer/camera stalls. Existing players receive it next session.

    Inkwright

    By @jace0ethaniel. Published 2026-08-28. Last updated 2026-09-02.

    A candlelit scriptorium, a goose quill, iron gall ink. Press on the paper and draw. Lift the nib and the page names the mark you made — and marks how well your hand held the line.

    Categories: Puzzle, actually hard, beautiful, solo.

    5 reviews and replies · 2 likes · 24 plays.

    Released 2026-08-28. 2 updates since release, the newest 2026-09-02.

    Newest update: The Sloppy Hand (2026-09-02)
    • The page reads your hand any way round: a rune drawn from another corner, the other direction, or with its strokes in a different order is the same rune. Boundary takes any box with four corners and four flattish sides, one sweep or four sides, graded by how square. Wet ink smears only when the nib actually touches it, and a smear that crosses a rune spoils it like any line. Dried ink stays on the sheet across fresh pages.
  • No more stones sitting in the halls, and no more drips falling out of open sky.
  • The edge of the maze no longer warps you when you stand next to the outer wall.
  • A botched raise-dead no longer summons the final boss.
  • Earlier update: ReMAZEtered Beta: Atlas & Parties (2026-10-01)
    • Beta update.
    • The Atlas is the minimap now: press N for a corner map drawn from the sheets you've fitted. M still opens the full atlas.
    • College expeditions use your real Spawn party. Party up from the chat rail, gather at Where You Came In, ready up, and your party leader starts the clock.
    • Personal Hell climbs through the ranks by monster type, with a boss every five waves that unlocks the next tier.
    • Enemy ranks follow role: journeyman to master for minibosses, grand master for Ansel alone.
    • One map sheet per sanctuary. The rest drop from enemies along with useful supplies.
    • Network, lag and loading pass, crypt fog visibility, and a lot of smaller fixes.
    What players say
    • @kaya · needs work · 2026-10-03 · played 45 min: “was finally able to play the game! lighting issues have been fixed and ive been exploring the maze. i feel like im untouchable with shatter because of its very low cooldown, i think the spells need some scaling so it would be more challenging.”

      • @jace0ethaniel (maker) replied 2026-10-05: “The starting enemies are definitely easy to kill with it. Bosses and Crypt enemies not so much. Then there is the endless Personal Hell mode... I'll try to re-balance them to make the earlier parts more of a challenge..”
    • @yzykyl · needs work · 2026-10-03 · played 18 min: “I don't understand what's happening but most places I go I can't get through. I just bounce like it's pushing me away. I even experience this in some parts of the shrine. I was able to kill the first enemies I saw but I can't progress because of this”

      • @jace0ethaniel (maker) replied 2026-10-05: “Sounds like you are hitting up against the invisible anti-clip wall that is meant to be in the maze walls to prevent people from clipping through/out of the walls. I'll check on it.”
    • @parz1val · 2026-10-01 · played 18 min: “This game looks fun, and the skills are really cool, especially Starfall! I’m having a hard time navigating because it’s so dark. Maybe add some lights or a light spell to help us navigate through the maze.”

      • @jace0ethaniel (maker) replied 2026-10-02: “Is that on the surface? It is supposed to be perpetually daytime up there... I will fix that, but the update wont get posted till my big rework is done.”
    • @kaya · 2026-09-20 · played 45 min: “hi! i think the "Mage exploring a maze" concept was thrilling in its own way, and it was fun to cycle through the spells, but after a few minutes of gameplay, i couldn't bare with the darkness and had lots of visibility issues. i relied mostly on the light, outlines, and silhouette, but as i got deeper in to the maze, it got harder to know where i was and where i was going”

      • @jace0ethaniel (maker) replied 2026-09-22: “Is that in the crypt? The surface should be light enough to see properly. The crypt is harder to see in. I am planning on how to give players map fragments so they can put together a map... but I want to do it in an interesting way, so it is taking me some time to figure out how to proceed.”
    • @makeriffic · 2026-09-19 · played 1 hr 21 min: “Bro, I just pressed the turning wheel, and I got teleported to like Hell and I died losing my stuff lol. It was sad since I already got the starfall and the wishing thing. But its alright tho, I already solved 2 pattern thingy, and I think I'm making big progress.”

      • @jace0ethaniel (maker) replied 2026-09-19: “Heh. The turning wheel is the spell used to enter the Personal Hell endless mode.”
      • @jace0ethaniel (maker) replied 2026-09-19: “It isn't labeled or otherwise mentioned because it is supposed to be a surprise at first.”
  • Rain leaves fine rings across the water, and rain covers the whole view.
  • Lake pressure scales with lake size.
  • Water drains about 3.5x slower, so the lake feels calm instead of frantic. Bugs no longer drink: only algae costs water.
  • Deep water fades into dark murk while the shallows stay clear.
  • Shallow ground only turns to mud once water has sat on it a while; the starting puddle bowl soaks to mud instead of staying sand.
  • Earlier update: The Living Lake (2026-09-12)
    • The lake can now grow to 4,000 water.
    • Water loss is about 70% gentler.
    • Rain songs shuffle around all four shores and grow from four to ten splashes as you go; each completed note rolls the next shore at random.
    • Six size-gated rain songs, from Drizzle up, each with its own rain, clouds and lightning. The tutorial opens with a visible Drizzle.
    • New BLOOM menu with five choices: green algae, purple algae, cattails, lilies and pondweed, split into tabs.
    • Cattails root in place and become living fish nurseries. Rising water drowns old beds instead of carrying them along.
    • New PLANT tool for the shore, with readable growth goals.
    • Six plant kinds, each with its own shape.
    Earlier update: Water Gathered (2026-09-12)
    • Returning lakes load properly: reloading no longer gets stuck on "gathering water", and your saved water comes back.
    • The title screen no longer keeps popping back up after you press start.
    • Every player gets their own single-player lake.
    • Starting a new lake clears out the old drinkers, fish and algae blooms instead of leaving them standing at the shore.
    What players say
    • @yujiro · loved it · 2026-10-19 · played 3 min: “Managing my own lake and upgrading it is so much fun! I also love that I can call the rain whenever I want, which is a nice touch.”

    • @yzykyl · 2026-10-03 · played 9 min: “This game is so unique but still so interesting. I never imagined I'd have fun being a lake trying to take care of its own ecosystem. One problem that I have is that it can get super dark at night. It makes it pretty hard to see anything and progress”

    • @moypi03 · 2026-10-02 · played 11 min: “hey man , I love the way this game is unique, you need to expand your lake thru different way like the drizzle and making it rain but I'm stuck at the night time is there a way to adjust the day or I just wait it for a while?”

      • @jace0ethaniel (maker) replied 2026-10-02: “Night should not get stuck, and typically lasts about as long as a day. Keeping certain menus open used to pause time, so I undid that just now. Stillcworking in thebgame description.”
    • @makeriffic · 2026-09-12 · played 14 min: “It is so cute when the old man visits the lake some time. How do I expand from here? I am already at 16/16 fishes, do I just have to increase my water based on the bar? Also, the individual fish dropdown is not working and kind of bugged, I wanted to see each one of them. What a cozy and relaxing game!”

      • @jace0ethaniel (maker) replied 2026-09-12: “I couldn't fix the drop down before I had to turn my PC off, sorry :( the UI is a little misleading. Look for plants that act as fish nurseries and place those. There is some size gating. I'll be making a more in-depth (lol) tutorial tomorrow.”
    • @mistarpudding · 2026-09-12 · played 10 min: “really cute, relaxing game. i kinda wish there were more entities in the lake aside from fishes so we could do so much more. i really enjoyed managing my lake though haha and those pesky bugs kept drinking from it but it was fun trying to defend my lake from them haha. curious, is the max going to be 140 water or are you planning to have an expansion?”

      • @jace0ethaniel (maker) replied 2026-09-12: “I did an early release! Still adding stuff like wildlife, bigger lakes, and more biosphere variation.”
      • @jace0ethaniel (maker) replied 2026-09-12: “"entity" makes me think I should add some scps now... Lol.”
      • @mistarpudding replied 2026-09-12: “hahaha not those kinds of entities! but would be funny to see that too lol!”

    On Spawn right now

    742 people were on Spawn in the last hour.

    44 games here, as of 2026-10-26 19:54 UTC: 114,939 plays, 2,259 likes, 542 reviews and replies and 2,437 updates from their makers; 22 games were updated in the last day.

    Escape from Stranglethorn

    By @izkimar. Published 2026-10-23. Last updated 2026-10-26.

    Nine Human classes. A jungle full of valuables. Make it back to Booby Bay.

    Categories: Extraction, RPG, MMO, Action, good with friends, actually hard, multiplayer.

    Reviews: 85% loved it · 7 votes · 7 reviews and replies · 65 likes · 2,027 plays · 19 playing right now.

    Released 2026-10-23. 21 updates since release, the newest 2026-10-26.

    Newest update: Dead Man's Haul (2026-10-26)
    • Dead Man's Haul is live through Nov 2: Escape From Tirisfal is the event map, through the Solo portal on the Muster Deck.
    • Earn Candy from monsters, chests, events and town buckets. The top earner when the Haul ends becomes Candy King or Queen and wins the Headless Horseman's Mount.
    • Spend Candy with Jack Ashlantern on costumes, masks and hats. World events hit Tirisfal at :15 and :45.
    • Play the Undead: a new Horde tab in character creation.
    • Smoother fights and a smoother Booty Bay, plus fixes.
    Earlier update: Gone Fishing (2026-10-26)
    • Fish any open water with F: Booty Bay catches go in your bag, the Cape pays better
    • Cape Conditions: Monsoon, Loa Night and Gold Rush take turns in the jungle
    • Doubloons every run, spent on Smuggler's Satchels at Pozzik's Curios
    • Eight new drop mounts, an account-wide stable, and the Rivals window (K)
    • Tune in tomorrow, something spooky is coming to Stranglethorn
    Earlier update: Report a Bug (2026-10-25)
    • New bug button next to How to Play: tell us what broke and it goes straight to the team.
    • Chat window: hover it with your cursor free to drag it anywhere or fold it away.
    • The language button explains itself on hover.
    • Dodge roll, trap toss and eating make their sound again.
    Earlier update: Spell Numbers (2026-10-25)
    • Spell tooltips show your real damage and healing from your current gear: crits, ticks over time, combo finishers and shields.
    • Gear upgrades wear a small green up arrow in the icon's corner, amber if your level is too low for it yet.
    • Builders can type /gm in chat for a blue GM tag beside their name.
    Earlier update: The Wardrobe (2026-10-25)
    • 88 original armor sets drop across the Cape as appearances: carry one home and add it to your Wardrobe in Booty Bay for every character.
    • Every window is rebuilt in the classic WoW style: action bar, bags, loot, Auction House, map, menus and character select.
    • Mages can no longer chain a new spell during a release animation; Ice Barrier absorbs less and Sprint breaks roots and slows.
    • Loot and bags mark gear that's an item-level upgrade, and gear tooltips show its Arcane Dust salvage value.
    • /stuck and emote messages scroll up with chat instead of sticking to the bottom.
    What players say
    • @cupcakellama · needs work · 2026-10-25 · played 2 min: “WHY IS THERE A TON OF NAKED PEOPLE WHEN YOU START IN??!? Bad presentation bro -_-”

    • @moypi03 · loved it · 2026-10-25 · played 11 min: “Hey bro! I finish my first mission and like how there's Mojo who can guide me. I just notice when I killed creature they still stand and move, it's better if they got killed they like knock down to make realistic.”

    • @schmebu · loved it · 2026-10-25 · played 3 hrs 24 min: “i hope this gets expanded. by A LOT.”

    • @cydristrasz · loved it · 2026-10-25 · played 4 hrs 10 min: “I enjoy this game, lots of potential. Would like to see talent builds!”

    • @yzykyl · loved it · 2026-10-24 · played 27 min: “Preview Jiggle is crazy work HAHAHA. Seems like a fun extraction game but everybody seems to want the smoke, wow. I managed to kill a few for their loot but nobody is allowing me to get out of here lol.”

      • @yzykyl replied 2026-10-24: “lol got jumped just as I was typing this HAHAHA”

    GLINT

    By @fracture. Published 2026-10-25. Last updated 2026-10-26.

    A CS + CoD style blocky FPS. Pick an operator, build your class and fight for the shard: Shard Cashout, TDM, FFA, Gun Game, Ranked and Bots Only. Level up, prestige, grind camos and unlock skins.

    Categories: Action, Arena Brawler, good with friends, multiplayer.

    Reviews: Positive · 92% loved it · 13 votes · 14 reviews and replies · 28 likes · 191 plays · 2 playing right now.

    31 updates since release, the newest 2026-10-26.

    Newest update: Event card on top (2026-10-26)
    • Killcams now play in live matches: see your killer's last seconds through their eyes. Shard Cashout: a red (locked) machine now refuses your deposit. News: Small's Glint Competitive Night card. More lobby rooms for busy nights. Hub chat friends tab.
    • Small's Glint Competitive Night card now sits at the very top of News.
    Earlier update: High Roller, Graffiti Riot & event bar fix (2026-10-26)
    • New in the shop: High Roller (Thompson legendary) and Graffiti Riot (M249 legendary). Shop rotation: Rust Prophet, Storybook, Bog Monarch, High Roller, Graffiti Riot. The Community Event kill bar on the hub board now fills with real progress.
    Earlier update: Event Bar Fixed (2026-10-26)
    • Press V to knife: a close-range slash that drops anyone in reach
    • The knife hitbox is wider, so point-blank swings land
    • Pumpkin counter no longer covers the scoreboard on phones
    • Dev tuning panels no longer show in the live game.
    • The Community Event Kills board's progress bar now fills as the community racks up kills.
    Earlier update: Halcyon Cleanup (2026-10-26)
    • Halloween Community Event: hold E at the hub board for a 7-day pumpkin track and free rewards
    • Every real kill counts toward a shared 3,000-kill goal that unlocks the Witch's Brew AK
    • Event FFA: Halloween dusk on every map, kills drop pumpkins
    • The hub is dressed for Halloween
    • Bots keep moving: no more freezing or standing still at match start
    • NEWS opens on the Halloween Update trailer
    • Halloween Event FFA is brighter on every map: a warm late sun and lighter fog
    • NEWS opens on the Halloween Update trailer at the top
    Earlier update: New in the Shop (2026-10-25)
    • Ronin Deagle (Mystic) joins the shop with Inkwing Uzi, Lifeline VHS-D, Rebirth KSG and Frosthollow L118.
    What players say
    • @sailoshi · loved it · 2026-10-26 · played 5 min · 1 heart: “Hey, really nice and easy concept! I like it.”

    • @moypi03 · loved it · 2026-10-26 · played 41 min · 1 heart: “I love how smooth and unique this game and its easy to control. It 's like codm but in roblox version haha. I'm in top 5 in hall of fame”

    • @spawngamecreator · loved it · 2026-10-26 · played 39 min: “great game, my fav game mode is the Halloween event and the gun game one, great work”

    • @vladtheimpaler · loved it · 2026-10-26 · played 3 min: “Game is fire bro, I don't know what else to say. I love it”

      • @fracture (maker) replied 2026-10-26: “haha Thanks man ! :D”
    • @key_master · loved it · 2026-10-26 · played 1 hr 3 min: “very fun to play”

    Shoguns

    By @gaba. Published 2026-09-14. Last updated 2026-10-16.

    A persistent multiplayer strategy game in feudal Japan. Test, report, and help Shoguns grow.

    Categories: Strategy, MMO, actually hard, multiplayer.

    Reviews: 71% loved it · 7 votes · 56 reviews and replies · 56 likes · 21,140 plays.

    636 updates since release, the newest 2026-10-16.

    Earlier update: Presimulacro Begins (2026-10-09)
    • Returning players now join the Simulacro, a fresh battle ground where new campaigns can unfold.
    • Battle replays have been tested and refined across multiple scenarios to ensure smooth combat resolution.
    • The social authority database now rebuilds only when needed, reducing server startup time.
    Earlier update: Gavi's Path (2026-10-09)
    • The game's core systems now run on a faster, more efficient pathway chosen by Gavi—new matches launched from the hub run through this streamlined route.
    • Assembly halls settle in one or two database trips instead of many, with their seal checks and title reads happening in parallel.
    • Town things now live in memory during matches, letting your province and armies update instantly instead of waiting for database round-trips.
    • NPC characters can now run in live matches—30 of them seat themselves in the presimulacro, and they earn gold, join clans, and send letters like any player.
    • Assembly slot clocks tick independently, so your finished slots push to the screen the moment they're done, no longer waiting for the whole hall.
    What players say
    • @rookie · 2026-09-26 · played 3 hrs 25 min · 2 hearts: “Love this update! It’s awesome that the Apuestas hall is finally open to every lord who owns the building. No more locked gates means I can actually hop in and check out what it has to offer. Great work!”

    • @jeon · 2026-09-25 · played 1 hr 44 min · 2 hearts: “Im in the process of upgrading my builds now, so lets see how it goes after that haha. I was thinking about trying the politics next, but Im not really sure yet. Im curious to see what would be the better move to make next and how it will affect my progress.”

    • @chizkeykkk · 2026-09-25 · played 2 hrs 51 min · 2 hearts: “Dude! Please, please, please build the wiki for this game! 😂 It looks so sick, but I’m honestly having a hard time understanding things sometimes, especially with all the updates. It can be pretty hard to catch up.”

      • @gaba (maker) replied 2026-09-26: “This will come to the game eventually but right no as the game is getting built features and stability is the priority”
      • @chizkeykkk replied 2026-09-28: “@gaba I'll be looking forward to that. Right now though I'm really trying to figure how I could run things properly 😂”
    • @makeriffic · 2026-09-24 · played 4 hrs 28 min · 2 hearts: “I'm on rank 40 now, and I want to compete and progress higher possibly in the top 10 someday. I am just upgrading my buildings massively but they take a long time so I'll come back another day after the upgrades are done!”

    • @vladtheimpaler · 2026-09-23 · played 2 hrs 18 min · 2 hearts: “Hey bro! The game is beautiful, i love the features. But the game is confusing for me. Definetly need more instruction on the game.”

    Bloodline

    By @majid. Published 2026-09-22. Last updated 2026-10-24.

    An Amazon stealth-survival journey. Hunt to heal, steal food for Sol and Lua, and build a safe route home.

    Categories: Adventure, Stealth, good with friends, beautiful, multiplayer.

    Reviews: 80% loved it · 5 votes · 13 reviews and replies · 8 likes · 93 plays.

    Released 2026-09-22. 12 updates since release, the newest 2026-10-24.

    Earlier update: Bloodline Update (2026-09-25)
    • Phone pass: rebuilt phone fur, fixed color grade for every player, steadier touch controls with a run/sneak marker, cheaper phone shadows, far trees and foliage, lighter first download.
    Earlier update: The Predator's Gaze (2026-09-23)
    • Your cheetah now locks its eyes on hunted prey, watching them intently as you chase.
    • Sprint now drains stamina over 20 seconds of sustained gallop — you can't hold top speed forever.
    • Pausing while actively hunted gives you a 5-second grace period before the menu shields you.
    • The sky blooms with towering tropical clouds, denser and more dramatic than before.
    • Guards now smell you on the wind — stay upwind to avoid detection, even in cover.
    Earlier update: Bloodline Update (2026-09-22)
    • A key pressed before the home screen row exists no longer errors the menu on a fresh body.
    Earlier update: Bloodline Update (2026-09-22)
    • Sync: live now matches the working head (v5772 phone fur + arrival trim; architecture notes).
    Earlier update: Bloodline Update (2026-09-22)
    • Phone coat twins keep their bind channel (fur draws on phones instead of the plain look); a leftover test cheetah under camp removed; a receipt pointer no longer rides into every player's first download.
    What players say
    • @neitantei · 2026-09-22 · played 6 min · 1 heart: “This game really makes you appreciate nature and gives you a different perspective by letting you experience the world as an animal. The graphics look great, and the music is cozy and relaxing. I experienced a bit of lag at first, but once everything loaded, the game ran smoothly without any issues. I’d really love to see an underwater feature in the future too!”

    • @larrielabs · 2026-09-22 · played 17 min · 1 heart: “The jungle environment looks so cool! 🌿👀 I love how detailed it is! Also, I appreciate the markers that help me find my way. I played this game with my friend a while ago and definitely enjoyed exploring together. ✨”

    • @vladtheimpaler · 2026-09-22 · played 7 min · 1 heart: “This game is amazing! it's a very immersive game! me and my friend loves to explore the jungle! hahhaha I love being a cheetah! I'm so fast!”

    • @rookie · 2026-09-22 · played 23 min · 1 heart: “I genuinly love the game like I'm totally in the apex predator xD. I only seen this one in Geographic Channel xD. I was literally having fun! Can't wait for the future updates and fixes of this game!”

    • @yujiro · 2026-09-22 · played 36 min · 1 heart: “Yoo! Nice game! It really feels like living as a cheetah, especially with the speed and the ability to climb trees. It makes exploring the environment more fun and immersive. One quick piece of feedback, though: my character appeared completely white compared to my friend’s character, so it might be worth checking the character textures or colors.”

    Suncraft

    By @majid. Published 2026-09-03. Last updated 2026-09-21.

    You are a solar commander leading the Heliarchy across Ember Flats, harvesting crystalline spires and commanding brass automatons in a race against the dying sun. Watch the long day slip toward dusk as you outmaneuver th

    Categories: Strategy, Tactics, actually hard, beautiful, solo.

    10 reviews and replies · 6 likes · 80 plays.

    Released 2026-09-03. 7 updates since release, the newest 2026-09-21.

    Newest update: Suncraft Update (2026-09-21)
    • Commander control update: repaired drag-selection release and cancellation, refreshed move and attack orders, clearer construction and training confirmations, and fixes to formations, automatic engagement, production, activity effects and music transitions.
    Earlier update: A New Crest (2026-09-08)
    • Replaced the menu’s text title with a custom gold-and-obsidian Suncraft image logo on a transparent background, also used in Credits.
    • Smoothed the main menu’s left overlay into a longer fade across the battlefield.
    • Refreshed the box art with the matching logo and the selected True to Game cover.
    Earlier update: The Quickstep, fitted (2026-09-04)
    • Settings, How to play and Credits now fit the screen: the plate caps to your window and scrolls inside, so the heading and the Back key are always in reach — even on short windows or zoomed browsers.
    Earlier update: The Quickstep (2026-09-04)
    • From your comments on the shelf:
    • A now attack-moves the instant you press it. Held WASD no longer slides the camera; if you liked that, Settings › Camera › "WASD pans the camera" brings it back.
    • Every unit moves about a third faster and builds quicker, both factions.
    • Squads arrive in a spread block instead of stacking on one point, and units route around buildings.
    • Phone: the command console sits in the right column and the bottom edge, the middle of the screen is clear. Drag-to-pan on phones still needs an engine change; the MAP pad on the left is the pan for now.
    Earlier update: The Thumb, tuned (2026-09-04)
    • Phone play, tightened after a full review pass:
    • Taps land instantly — the double-tap gesture is gone, so nothing waits to see if a second tap is coming. Selecting every unit of one kind now lives on the command card's KIND cell.
    • Holding the ground with an armed ATTACK fires the attack-move instead of cancelling it.
    • CANCEL on phones never opens the system menu mid-match.
    • The phone console only appears on touch screens; narrow desktop windows keep the desktop console.
    • Small landscape phones: the command card shrinks in steps instead of lapping the minimap.
    • Engine updated to 5.2.40: the day clock and sky reach every player identically, HUD ghosts are swept, reconnects are steadier.
    What players say
    • @neitantei · 2026-09-21 · played 20 min · 1 heart: “First of all, are you a StarCraft fan? 😄 I love how futuristic the buildings look, and how the units and buildings have such a consistent color scheme. The day and night feature is a nice touch too! I had a lot of fun playing it, and you did a great job! One thing I’d suggest is improving the walking and battle animations to make the gameplay feel even more polished.”

    • @sunraku · 2026-09-08 · played 35 min · 1 heart: “Played again this game. Still gives fun as I played it. I just noticed the G for gather description was in different pattern unlike the other commands like it was not widen. Btw the map gives me a warcraft vibe haha”

    • @rookie · 2026-09-04 · played 29 min · 1 heart: “I like the concept of the game reminds me of Warcraft. Over all the game is good! I also suggest like the settings on the left side middle like it can occupy the space because I can't really see the upper top of the settings xD.”

      • @majid (maker) replied 2026-09-04: “fixed, thx for feedback”
    • @sunraku · 2026-09-03 · played 35 min · 1 heart: “Cool game. It was like the Red Alert game. The controls were organized and responsive. Is there any way to smoothen the drag selection RMB?”

      • @sunraku replied 2026-09-03: “Sorry LMB i mean”
      • @sunraku replied 2026-09-03: “Oh thats ok now. I think its just lag a while ago”
      • @majid (maker) replied 2026-09-03: “appreciate the feedback, lmk if you have any other issues!”
    • @alongzera · 2026-09-25 · played 22 min: “would love to have the speed of soldiers a little more fast as it is really slow on my perspective thanks! fun game though!”

    Flickshot

    By @yuidev. Published 2026-10-16. Last updated 2026-10-26.

    A fast blocky arena shooter that plays like an aim trainer: FFA with bots, ranked 1v1, a tracking range.

    Categories: Shooter, Action, good with strangers, actually hard, multiplayer.

    Reviews: 100% loved it · 8 votes · 9 reviews and replies · 35 likes · 570 plays.

    42 updates since release, the newest 2026-10-26.

    Earlier update: Settings sidebar + KEYS sheet (2026-10-26)
    • Settings has a new layout: every tab in one ink sidebar, the page beside it. New KEYS tab lists every Flickshot key; rebind them from the right rail ⚙ → More settings → Keys.
    Earlier update: Slow Motion Mod + PureFlick opt-in (2026-10-26)
    • SLOW MOTION joins the FFA MODS mix and TINY HEADS is retired. PureFlick Beta is now off by default: switch it on in Settings → PureFlick when you want it. The update book has a close button on its corner.
    Earlier update: Get Paid In Skins (2026-10-25)
    • New menu card: Flickshot is recruiting content creators. Post clips, edits and streams for credits and skins; the best can unlock every skin.
    • Apply straight from the card through our Discord.
    • The FFA Sniper announcement card is retired.
    • Smoother menu and lighter performance under the hood.
    Earlier update: Mythic Snipers Reforged (2026-10-21)
    • VOID returns as an obsidian blade with a violet rift and halo scope. INFERNO is forged anew with molten fins, gold trim and an ember scope. GLACIER rebuilt with a frost heart and spear tip. Menu stability fixes.
    Earlier update: Sharp case + phone fit (2026-10-21)
    • The lacquer case on the cases banner is now a crisp high-res render. Every menu, the locker, cases, pass, aim trainer, private lobby and the match HUD now fit phones, upright and sideways.
    What players say
    • @makeriffic · loved it · 2026-10-25 · played 17 min · shown first by the maker: “Dude I love this game! it even has it's own "aim labs" to sharpen my not only my aim but also my movement and tracking. I just can't wait to sharpen my skills enough like the others and contest them in rank match!”

      • @yuidev (maker) replied 2026-10-25: “That's exactly the vibe i was looking for :D”
    • @vladtheimpaler · loved it · 2026-10-26 · played 6 min: “W game bro, this got me hooked!!! love the slide it feels like it's from a premium game”

    • @sunraku · loved it · 2026-10-21 · played 15 min: “Hey bro! this game is really sick. Despite of the character simplicity, the gameplay was great. I just feel like the panning of the camera was a little bit stiff. Would be great if the sensitivity was adjustable.”

      • @yuidev (maker) replied 2026-10-21: “The character’s simplicity is what makes the game special, and customization makes it even better. You can adjust sensitivity in settings, too. Next time, please understand the game before reviewing it. An uninformed review says more about the reviewer than the game itself. Thanks.”
      • @sunraku replied 2026-10-21: “@yuidev Oh sorry, just didn't noticed the settings tab cause it was blocked by the floating "TIP" panel”
    • @smallzero · loved it · 2026-10-21 · played 1 min: “Gunplay is insane, good work!”

      • @yuidev (maker) replied 2026-10-21: “ty goat”
    • @slyton · 2026-10-20 · played 2 hrs 2 min: “wdww”

    GLYPHWOOD

    By @smallzero. Published 2026-10-19. Last updated 2026-10-22.

    An ASCII MMORPG: a moonlit realm typed in letters. Swords, spells, loot, levels.

    Categories: RPG, MMO, Action, good with friends, beautiful, multiplayer.

    Reviews: 100% loved it · 3 votes · 4 reviews and replies · 31 likes · 677 plays.

    Released 2026-10-19. 6 updates since release, the newest 2026-10-22.

    Earlier update: The First Glow (2026-10-22)
    • The glyph world is back to its first look: letters sit on a soft moonlit wash, with texture inside every letter
    • Four new continents past the outer wall: the Verdant Reach, Coral, Skyreach and the Hollow, with towns, dungeons and world bosses up to level 100
    • Ferries and 32 waystones to fast-travel the whole realm
    • The map zooms from the whole world down to your street
    • A roomier bag that sorts and shows your best gear
    Earlier update: Blood Under Moon (2026-10-21)
    • Press P or the PVP tab to flag for duels: flagged heroes can fight anywhere outside a town.
    • Win a duel and the realm tells you who fell.
    • Other heroes show on the map and minimap by name, red when they're flagged.
    • Every hero now carries a faint glow: moon-blue at peace, ember-red with PvP on.
    Earlier update: The Realm Beyond (2026-10-20)
    • The east pass is open: 15 new zones ring Glyphwick, each with its own land, monsters, a town to rest and trade in, and a boss at its end. A 15-chapter story walks you from zone to zone. 100 new weapons and drops. Bosses rise again two minutes after they fall. Calling is chosen once at the start.
    Earlier update: The Four Callings (2026-10-20)
    • Press C to choose a calling: Knight, Mage, Ranger or Cleric, each with its own body, weapon and three powers on right click, F and R.
    • Name your hero and pick a colour, helm and cape. Talent points arrive from level 2.
    • Three new camps: spiders at the Webbed Hollow, bandits at Cutthroat Camp, wraiths at the Sunken Shrine.
    • Captain Brisa, Nell and Sister Lune bring six new quests to Glyphwick.
    • Eight adventurer bots now play every class, and clerics heal you mid-fight.
    What players say
    • @themaker · 2026-10-20 · played 3 min · 1 heart: “odd, but kinda dope , cool idea bro”

    • @parz1val · loved it · 2026-10-22 · played 10 min: “Really love the style and gameplay! The bots help me level up and earn gold, it keeps me to explore more in the game.”

    • @lego · loved it · 2026-10-19 · played 16 min: “I love the ASCII art style! The game looks great imo. Tho my current quest, "Pelts for the Bellows" isn't counting. Is it RNG or are you still working on that quest and adding more?”

      • @smallzero (maker) replied 2026-10-20: “Was an error, fixed it”
      • @lego replied 2026-10-20: “I thought there were more quests now. Came to Amberfields Downs, but there's no mobs to slay, so I can't complete my quest”
    • @yzykyl · loved it · 2026-10-19 · played 9 min: “At first I was like "hmm this looks pretty weird". As I played on, I tried squinting my eyes and it made me go "ohhh I see". It actually looks pretty beautiful. This is such an interesting and unique visual style. Looking forward to playing more.”

    Aurel Online

    By @metalhorse233. Published 2026-10-23. Last updated 2026-10-25.

    You arrive in the Weald, a medieval realm drawn as an illuminated manuscript come to life. Explore hand-painted zones, uncover the mysteries of ten lands, and shape your legend in this classic third-person fantasy world.

    Categories: MMO, RPG, Adventure, beautiful, multiplayer.

    Reviews: 25% loved it · 4 votes · 4 reviews and replies · 14 likes · 165 plays.

    Released 2026-10-23. 15 updates since release, the newest 2026-10-25.

    Newest update: The Vulpiri Arrive (2026-10-25)
    • Vulpiri fox bodies now wear the same armor sets as humans.
    • Vulpiri fur has a soft matte finish instead of a shine.
    • Vulpiri show their own fox portrait when targeted and in the character pane.
    • Vulpiri sheathed weapons ride high on the back and scale to their bodies.
    Earlier update: Every Path Opens (2026-10-25)
    • All eight classes now train new spells and ranks all the way to level 60.
    • Talent trees open at level 10: spend a point each level and shape your hero.
    • Huntsmen can tame wild beasts and keep a bestiary of their companions.
    • Deer and stags that never start a fight now wear yellow names until you strike them.
    • The page is cleaner: ink lines stay, the gold glare, paper grain and dark edges are gone.
    Earlier update: Towers on the Map (2026-10-25)
    • Ashlar's towers now stand on every zone map as inked watchtowers, named when you hover
    • The tower camps grow a lighter, wilder cover of their zone's own grass and flowers
    • The chart-table bowls at the towers hold clear water
    • Fishing no longer hitches when you click near water
    Earlier update: Saddle Up (2026-10-24)
    • Ride your horse: mount from the bag or an action bar, 60% faster, right-click the buff to get down
    • A cleaner gallop, the tail streaming out behind
    • A standing horse neighs instead of jumping
    • Seven fingerposts at Sixways, one down every road
    • The Kingsroad is named on the Weald map
    Earlier update: Sets of the Weald (2026-10-24)
    • Every class starter and six Weald armor sets (Weaver, Mistweave, Tanner, Boarhide, Militia, Watch) now have their own painted look.
    • Head and shoulder pieces leave the Weald; their quests, drops and vendors give rings, slippers, girdles, vambraces and gauntlets instead.
    • Minstrel abilities sound sung, with no instruments on their icons.
    • Your character pane and party frames show each hero's real portrait, hair and gear included, and Mother Agathe wears white hair.
    • Aldric sends his rider Corin to the Reeve, so the road to Hearthford tells one story.
    What players say
    • @rookie · needs work · 2026-10-25 · played 3 min: “Yow can you update the game camera to move it freely because It's kinda disorienting playing with lock camera when moving! I'll be back and looking forward on it!”

      • @metalhorse233 (maker) replied 2026-10-25: “That's strange... There shouldn't be any lock on you while moving. I'll look at adding multiple camera controllers so you can choose the one that fits you best.”
    • @larrielabs · loved it · 2026-10-24 · played 4 min: “ヾ(•ω•`)o I love the medieval adventurer theme of this game! Even the background music fits so well.⚔️ I noticed that the display at the top-left corner is not showing my character's profile,but it looks like it's showing the back of the head instead.”

      • @larrielabs replied 2026-10-24: “For now, I'm still struggling a bit with the A/D controls since they also change the camera angle along with the mouse, but I'm still getting used to it! I'm excited to unlock and try out the other characters too! ✨ ~”
      • @metalhorse233 (maker) replied 2026-10-24: “Thanks for the feedback. I mapped the controls identically to World of Warcraft, but I could add customizable keybinds if that would make things easier! :)”
    • @neitantei · needs work · 2026-10-23 · played 5 min: “The character creation looks interesting. The controls take some time to get used to, and the minimap doesn't point in the direction I'm going, making it hard to find my body. Hopefully, these issues can be fixed!”

      • @metalhorse233 (maker) replied 2026-10-25: “I made some updates! I hope I've satisfactorily addressed some of the UI issues :)”
    • @sunraku · needs work · 2026-10-23 · played 8 min: “Bro I was stucked at this weald apple quest and the other one cause I don't know where to go. I saw that there was a "track" quest command but it only appear and disappears the quest tab. I was expecting it to be like there is a navigation hint”

      • @metalhorse233 (maker) replied 2026-10-23: “I added a quest tracker! Now just click G to open the map or any quest on the rigth side of your screen and it will show you exactly where to go. Hope that helps :)”

    Spawn Legends

    By @chucky. Published 2026-09-27. Last updated 2026-10-23.

    Seventeen original heroes in an epic comic-card collection. A visual design studio in progress.

    Categories: Deckbuilder, Strategy, good with friends, actually hard, beautiful, multiplayer.

    Reviews: 100% loved it · 9 votes · 24 reviews and replies · 29 likes · 529 plays.

    45 updates since release, the newest 2026-10-23.

    Newest update: Eclipse Rising (2026-10-23)
    • PLAY now burns under a black sun, with a golden corona and a flare when you press it.
    • Matchmaking searches the eclipse: a gold corona circles your crest and the VS reveal lands in gold.
    • HOME glows with slow eclipse rays, a pulsing ring of light and drifting gold dust.
    • New box art: Legobites, the TIDEBREAK champion, crowned under the eclipse.

    Oxum Island

    By @sunr1se. Published 2026-10-17. Last updated 2026-10-26.

    EVERYTHING FROM RUST IS HERE: gathering, crafting, workbenches, bases, tool cupboards, code locks, raids, upkeep, blueprints, scientists, airdrops, the heli and weekly wipes. And now we ship OUR OWN CUSTOM UPDATES on top: asteroids, the Depths, the Oxum-7 lab, survivor bot clans, the arena, Halloween and more, with something new almost every day. Hardcore Rust-style multiplayer survival on a cold northern island after the collapse. You wake with a rock and a torch. Nothing is given. YOUR FIRST MINUTES 1. Main menu: pick your language with the flags up top (RU / EN / UA), check the store, skins and settings, then press PLAY. 2. Server list: PLAY opens the server browser with live online counts. MAIN x1 (RECOMMENDED, normal mode), x5 (five times the resources), x1 000 000 (one hit fills your inventory) and ADMIN SANDBOX (everyone gets the admin panel on P: kits, fly, god mode). Each server keeps its own inventory, armor and base; coins, skins and settings are shared. 3. Prologue cutscene: a narrator over an old city at dusk. A countdown, a meteor tears out of the sky, a crowd runs at you down the avenue, the blast, darkness and ringing ears. You wake on your back on the island and get up. 4. Coming back later: no meteor. The island's last rusty bus drives across the map, pulls up next to where you left and opens its door. Logged out in the air? The driver fires two scrap rockets on the roof and flies the bus to you. 5. On the island: a FIRST STEPS list walks you through it: hit trees with your rock, craft a stone axe, drink at a lake, place a sleeping bag so you respawn there. Hints along the bottom: T chat, I inventory, M map, N menu, Z frees the mouse. G turns your flashlight on and off. GATHER AND CRAFT Wood, stone, metal ore, sulfur, hemp, berries, mushrooms, scrap. 3 workbench tiers, furnaces, recyclers, traders. A backpack slot that carries extra items. BUILD AND RAID Bases from twig to wood, stone and armored: foundations, walls, doorways, windows, stairs,

    Categories: Action, MMO, Sandbox, good with friends, actually hard, multiplayer.

    Reviews: Positive · 81% loved it · 11 votes · 11 reviews and replies · 18 likes · 92 plays.

    38 updates since release, the newest 2026-10-26.

    Newest update: Harvest Moon Rising (2026-10-26)
    • The moon burns orange all Halloween; after the candy rain and ghost raids, the next night turns blood red and the Pumpkin Lord rises.
    • New Halloween opening shot: the camera rises over you as candy falls and spirits climb from the ground (Space skips).
    • Wildlife rebalanced: animals are slower than you and much easier to kill. A wolf drops in 6 rock hits.
    • Recycler, furnace and crate windows redone in a new look with live progress bars; item pictures are now clean cutouts.
    • The god-mode badge no longer covers your inventory, map or open crates.

    死: One Hit Kill

    By @chocopuff. Published 2026-09-27. Last updated 2026-10-25.

    A precision sword duel. One clean hit ends everything — master stamina, parry the blade, return to the hub.

    Categories: Action, MOBA, actually hard, beautiful, multiplayer.

    Reviews: Positive · 91% loved it · 12 votes · 25 reviews and replies · 21 likes · 356 plays.

    63 updates since release, the newest 2026-10-25.

    Earlier update: The Abyssal Stills (2026-10-24)
    • A new boss hides beneath the Hall of Memories: feed the ink pool 50 Spirit Iron and dive into The Abyssal Stills
    • Face Jae Ka Bu: stalking blade-wolf with three 死 lives, Pounce Pin, Ink Sweep and Beam Sweep
    • Pacify him to claim Zhan Ma Dao - The Spirit Cleaver from Little Death
    • New Jae Ka Bu achievements and a fastest-time board
    • Visit the smith for the new Spirit Iron armor

    Faceless

    By @abbidabbi. Published 2026-09-26. Last updated 2026-10-14.

    Masked heroes with burning eyes fight across the island of Aurenfall. Tab-target combat, five callings, talent paths and gear worth hunting.

    Categories: RPG, Adventure, Action, MMO, good with friends, beautiful, multiplayer.

    Reviews: Positive · 90% loved it · 10 votes · 21 reviews and replies · 27 likes · 311 plays.

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

    Newest update: Frost & Arcane polish (2026-10-14)
    • Frost Nova and Frostbolt roots are now a low frost bind at the feet, the same size on every enemy. Mage hands show their element while casting, with no orb forming. Arcane: spells have an 8% chance to reset Arcane Storm, and a reset Storm hits 30% harder. A cancelled Arcane Storm cast no longer uses its cooldown.

    Call of Paint

    By @maine. Published 2026-09-13. Last updated 2026-10-06.

    Castle-to-castle paintball. Pick your marker, arc your shots and paint the other team across a river-cut arena.

    Categories: Shooter, Tactics.

    Reviews: 77% loved it · 9 votes · 41 reviews and replies · 60 likes · 4,189 plays.

    43 updates since release, the newest 2026-10-06.

    Newest update: Top Killers Board (2026-10-06)
    • Dust II Defuse hidden for now; Top Killers board matches the menu style

    Skyfall Rush

    By @tiger. Published 2026-09-25. Last updated 2026-09-28.

    Race across floating anime sky islands that crumble behind you. Dash, shove, and outrun the void.

    Categories: Action, Platformer.

    Reviews: 100% loved it · 3 votes · 14 reviews and replies · 47 likes · 1,348 plays.

    Released 2026-09-25. 3 updates since release, the newest 2026-09-28.

    Earlier update: Branch Routes (2026-09-26)
    • Past 200 metres the course splits into high side trails and low sky islands—each route has its own crystals, boosts, and hazards.
    • Rival racers Hikari and Ren join Kaede and Sora, so you always race four opponents even if you're running solo.
    • Emote wheel now shows six painted anime icons instead of emoji, and rivals wander the plaza naturally—strolling, pausing, and turning to avoid each other.
    • Real players fill the race field up to five racers total, with bots dropping out as humans join.

    Plinko & Monsters

    By @cardshark. Published 2026-09-25.

    Drop balls through a peg board of splitters. Your heroes wait in the buckets. Monsters wait up top.

    Categories: Puzzle, Action, actually hard, solo.

    Reviews: 100% loved it · 4 votes · 11 reviews and replies · 33 likes · 953 plays.

    Released 2026-09-25. 9 updates since release, the newest 2026-09-25.

    Newest update: Split Surge (2026-09-25)
    • Split pegs now spawn only one new ball instead of duplicating the entire board, making them far more tactical.
    • Combo bonus reduced to +0.5% per chain — focus on precision over endless cascades.
    • All percentage-based boon boosts cut in half, rebalancing late-game power scaling.
    • Endless mode now grants a new boon every 5 floors instead of every floor, slowing your ascent but raising the stakes.

    Hot Drop

    By @tiger. Published 2026-07-28. Last updated 2026-10-09.

    You drop into a war-torn desert compound and fight for control against relentless enemy forces. Master your rifle, slide through chokepoints, and outplay your squad to claim victory.

    Categories: Shooter, Action, Arena Brawler.

    Reviews: 0% loved it · 1 vote · 21 reviews and replies · 70 likes · 2,784 plays.

    28 updates since release, the newest 2026-10-09.

    Newest update: Footsteps and Firemode (2026-10-09)
    • You hear every footstep now—your own quieter, every player and bot distinct by surface, speed and stance.
    • Your mouse sensitivity and each gun's fire mode stay locked in through deaths, deploys, map changes and rejoins.
    • Bots react faster: they keep shooting when you hit them, rush you when you're hurt or reloading, and turn to face kills happening nearby.
    • SMGs, LMGs, 5.56 rifles and sidearms now kill armored bodies in the same proportion to each other as the AKM, each with its own trade.
    • Harbor Crest opens up—the container yard's west wall and centre box are gone, the quays run open, and fewer corners hide a camper.

    MechaBlade

    By @ress. Published 2026-07-30. Last updated 2026-09-22.

    Pilot one of eight unique mecha frames across three contested sky hills. Hold ground, drain your energy pool fueling flight and slashing attacks, and race to 300 points in fast-paced team combat.

    Categories: Action, Arena Brawler, good with friends, actually hard, beautiful, multiplayer.

    19 reviews and replies · 54 likes · 1,523 plays.

    28 updates since release, the newest 2026-09-22.

    Newest update: MechaBlade Update (2026-09-22)
    • Fixed tutorial continuity so leaving the course or falling no longer restarts completed lessons. Fixed missing hangar statues on return visits, including after the tutorial; previews now keep their bodies, weapons and capes tied to the correct hangar.

    ORRA

    By @117. Published 2026-10-05. Last updated 2026-10-17.

    Witnessglass knights fight across the drowned crater of the Nacre Reach, under Tareth.

    Categories: Action, Arena Brawler, Survivors, actually hard, beautiful, multiplayer.

    Reviews: Positive · 100% loved it · 11 votes · 11 reviews and replies · 32 likes · 1,012 plays.

    Released 2026-10-05. 4 updates since release, the newest 2026-10-17.

    Newest update: HOLLOWED (2026-10-17)
    • HOLLOWED: a new survival mode. Escort the Vesper through Lowbell at night with seven Watch knights while the horde climbs.
    • Five named bosses on the road to the Carillon, plus bells to hunt and keep.
    • Controller support, and controller button hints in the menu.
    • Faster, steadier hit markers on big bosses, smoother spectate camera, and safer rejoins mid-run.
    • Smoother big waves, and bots that fall under the street get pulled back to the fight.

    The Crownless

    By @izkimar. Published 2026-09-17. Last updated 2026-09-26.

    Break the army. Climb the kingdom. Take the crown with your bare hands.

    Categories: Action, Adventure, Strategy, actually hard, beautiful, solo.

    Reviews: 100% loved it · 3 votes · 23 reviews and replies · 31 likes · 1,160 plays.

    Released 2026-09-17. 8 updates since release, the newest 2026-09-26.

    Newest update: Campaign Fixes (2026-09-26)
    • New Run works again: a click during loading is no longer lost, and starting over from Blackweir can no longer freeze your character.
    • Continue on the title always takes you back to your campaign run. Fight Jev is the only button that resumes a duel.
    • The abandon-run warning scrolls into view when you press New Run.
    • Carrion enemies no longer glitch out of their attack pose at the end of each swing.
    • Unfinished test areas are closed to players, and the shortcut keys that could pull you out of a run into them no longer work.

    SmallZero Drift Fest

    By @smallzero. Published 2026-09-08. Last updated 2026-10-04.

    Own the mountain after midnight. Link smoky drifts, chase taillights, and build your Japanese touge garage.

    Categories: Racer.

    Reviews: 100% loved it · 6 votes · 18 reviews and replies · 37 likes · 717 plays.

    25 updates since release, the newest 2026-10-04.

    Newest update: Showroom Garage (2026-10-04)
    • The garage is now a sleek showroom—your car rotates slowly on display under an orbiting camera while tabs line the top and your plate sits at the bottom.
    • Arrow keys or the arrow buttons flip through every car on the road in real time, spinning each one for a proper look before you commit to driving.
    • Drag the mouse to spin the car yourself while the camera circles it, giving you full control over the view.
    • The showroom keeps its own dark night aesthetic instead of switching to the light garage theme, so the vibe stays consistent.

    Parkour Rush

    By @majid. Published 2026-09-06. Last updated 2026-10-25.

    You're racing against time through dynamic urban environments, vaulting over obstacles and scaling walls to reach the finish. Feel the adrenaline as you master fluid parkour movement and discover the fastest route to vic

    Categories: Action, Platformer, Racer, actually hard, beautiful, solo.

    Reviews: 100% loved it · 6 votes · 21 reviews and replies · 42 likes · 1,628 plays.

    Released 2026-09-07. 18 updates since release, the newest 2026-10-25.

    Newest update: Ghosts and Medals (2026-10-25)
    • Race your own best run: your ghost replays slides, wall runs and vaults. Press G to hide it.
    • Every course now has bronze, silver, gold and author medal times, plus its current champion.
    • Spamming slides on flat ground no longer earns flow. Clean lines score.
    • Night courses are lit along the whole route.
    • Restarting a run no longer replays the record celebration.

    Higher

    By @chucky. Published 2026-03-20. Last updated 2026-10-11.

    Race up disco towers, candy mountains, and alien peaks in this toon-bright climbing arcade. Chase personal bests, unlock epic bean characters, and climb your way to the leaderboard.

    Categories: Platformer, Action, actually hard, solo.

    Reviews: 100% loved it · 4 votes · 23 reviews and replies · 77 likes · 1,849 plays.

    67 updates since release, the newest 2026-10-11.

    Newest update: Trophies & Achievements (2026-10-11)
    • Collect trophies for clearing each of the six worlds — Disco Fever, Deep Dive, Lava Circuit, Candy Kingdom, Outer Orbit, and Toybox Giant.
    • Win party games to earn trophies for Lavarush, Hexhive, Spinout, Tiptoe, and Rhino — reach 10 wins to unlock the Party Champ trophy.
    • Complete all six worlds to unlock the All Worlds trophy.
    • The Atlantis columns in Deep Dive are now solid boxes you can bump into instead of slipping through.

    Dust Strike

    By @unozinnfpshz165. Published 2026-10-25.

    CT contra TR num deserto de arenito: compre, plante, desarme. Casual, Ranqueado e Mata-mata.

    Categories: Shooter, Tactics, Strategy.

    Reviews: 0% loved it · 1 vote · 1 review or reply · 1 like · 6 plays.

    Released 2026-10-25. 4 updates since release, the newest 2026-10-25.

    Newest update: Mão Quadrada (2026-10-25)
    • A mão quadrada volta em primeira pessoa, uma só, sem mão extra na inspeção
    • Karambit gira no dedo: uma, outra, e um giro duplo rápido
    • Butterfly abre e fecha de verdade: o cabo solta, a lâmina gira no pino e trava

    Block Snipe

    By @darkarcher. Published 2026-10-25.

    One shot, one kill. Toy-block sniper arena under an open sky, first to 15.

    Categories: Shooter, Arena Brawler, Action.

    Reviews: 100% loved it · 2 votes · 2 reviews and replies · 3 likes · 4 plays.

    Released 2026-10-25. No updates since release yet.

    Tao Runner

    By @wavebinder. Published 2026-10-25. Last updated 2026-10-26.

    Race a friend or take on Hikari. Snatch scrolls to shatter your rival's path, summon your chi when you fall behind.

    Categories: Racer, Action, Platformer, Tactics, actually hard, beautiful, multiplayer.

    Reviews: 100% loved it · 2 votes · 2 reviews and replies · 3 likes · 12 plays.

    Released 2026-10-25. 8 updates since release, the newest 2026-10-26.

    Earlier update: Katana Trophies (2026-10-26)
    • Earn katanas for your den: a blade for every level you clear, from the plain iron Road Blade to the black-and-red Blade of the Kage, plus sword stands for your rank, a bokken for the dojo and more.

    Два короля

    By @regaplay. Published 2026-10-25. Last updated 2026-10-26.

    Три героя, два короля и живой замок.

    Categories: Party Game, Adventure, good with friends, beautiful, funny, multiplayer.

    Reviews: 100% loved it · 2 votes · 2 reviews and replies · 2 likes · 18 plays.

    Released 2026-10-25. 4 updates since release, the newest 2026-10-26.

    Newest update: Игра с ботами (2026-10-26)
    • В лобби новая кнопка «Игра с ботами» [B]: выбери режим (2 на 2, 2 на 2 на 2, каждый сам за себя) и ботов — неподвижных или лёгких. Лёгкие боты ходят, бегают и атакуют твоим же оружием и анимациями, а проиграв бой — отпрыгивают назад по лужам, как игроки. Над картой теперь N.

    Red Rock Showdown

    By @medeo. Published 2026-10-25. Last updated 2026-10-26.

    Eight gunslingers, one red canyon. Pick Showdown or Gold Rush in the saloon, first to 10 kills or 30 gold takes the round.

    Categories: Shooter, Arena Brawler, Action, good with friends, nothing to learn, multiplayer.

    Reviews: 100% loved it · 3 votes · 3 reviews and replies · 3 likes · 6 plays.

    Released 2026-10-25. 3 updates since release, the newest 2026-10-26.

    Newest update: Sharper Art & Fairer Guns (2026-10-26)
    • Cowboy portraits in the dressing room, the Gunhand poster, the winner card and the death card now keep their true proportions. Kill feed strips and parchment plates no longer stretch. Balance: the Longshot now hits for 70 instead of 100, so it knocks fighters down instead of one-shotting them. The Lasso reaches farther, hits for 45 and holds its target down for 2 seconds.

    OMENFOLD — The Fractured Archive

    By @foaryoano. Published 2026-10-25.

    A card-battle descent through a burning archive: play the Warden, settle your Debt, outlast the Cinder Stacks.

    Categories: Deckbuilder, Roguelite, RPG, actually hard, beautiful, solo.

    Reviews: 100% loved it · 1 vote · 1 review or reply · 2 likes · 9 plays.

    Released 2026-10-25. 2 updates since release, the newest 2026-10-25.

    Newest update: Ink That Counts (2026-10-25)
    • Right-click a card (long-press on phones) to read every keyword on it.
    • Cards in hand show their real Block and damage after Guard, Might, Weakened and Exposed.
    • The path map is cleaner and fits every screen, with no boss line.
    • A quill cursor on mouse devices, and phone text and hints tidied.
    • Card type lines like Skill · Exhaust no longer break.

    The House

    By @bledtilicried. Published 2026-10-25.

    A Sims-style reality show: eight housemates live, scheme and vote each other out.

    Categories: Social, Sandbox.

    Reviews: 50% loved it · 2 votes · 2 reviews and replies · 1 like · 4 plays.

    Released 2026-10-25. 1 update since release, the newest 2026-10-25.

    Newest update: Real light, real water (2026-10-25)
    • The sun follows the house clock, golden evenings and moonlit nights, and lamps cast shadows after dusk. The pool is clear turquoise water. Needs fill at their own pace: quick for the bathroom and snacks, one sitting for a meal or a shower, about an hour for fun. The Head of House sleeps in the suite and everyone gets a bed. Sims lie in beds and on loungers properly. Style frames your Sim full body. More clothing cuts for each body.

    Твори и стреляй

    By @bbvv. Published 2026-10-25. Last updated 2026-10-26.

    Опиши любую пушку словами, игра соберёт её настоящей. Потом в матч.

    Categories: Shooter, Arena Brawler, Sandbox, good with friends, multiplayer.

    Reviews: 100% loved it · 4 votes · 4 reviews and replies · 4 likes · 10 plays.

    Released 2026-10-25. 3 updates since release, the newest 2026-10-26.

    Earlier update: Обновление 4.1 бета (2026-10-26)
    • Каталог пушек в лобби: книга с оружием всех игроков, смотри на подиуме, бери себе или дорабатывай чужую идею
    • Оружейник собирает не только пушки: ракетницы, ножи, разные гранаты и пули с огнём, льдом, током и ядом
    • Русский или английский: выбор флагом при входе, флажок в углу лобби переключает
    • Прицел по одному нажатию, обзор сужается слабее, врагов видно лучше
    • После смерти возвращаешься в лобби, боты держат арену, пока не придёт второй игрок

    Windows 12

    By @sunr1se. Published 2026-10-25.

    your own windows 12 desktop: painted icons, a steam full of games, a terminal, paint and a copilot with real ai

    Categories: Tools, Sim.

    Reviews: 100% loved it · 3 votes · 3 reviews and replies · 6 likes · 8 plays.

    Released 2026-10-25. 1 update since release, the newest 2026-10-25.

    Newest update: The Super Global Update (2026-10-25)
    • New official AI company sites: OpenAI, Anthropic, Google DeepMind and DeepSeek, each with its own pages and API docs.
    • AI chats in Google AI Mode, ChatGPT, Claude, Gemini, Copilot and DeepSeek now draw pictures, and any picture sets as your desktop background in one click.
    • A Stop button halts any AI answer or drawing mid-way.
    • Chats with pictures now save with your PC, and switching the language redraws every open page fully in English or Russian.
    • AIs know today's date and won't pass old facts off as current.

    Rockport Heat

    By @davidpro123. Published 2026-10-25.

    Street racing in a sunlit beige city: climb the Blacklist 15, outrun the cops, smash the donut.

    Categories: Racer, Driving, Action, actually hard, beautiful, multiplayer.

    Reviews: 0% loved it · 2 votes · 2 reviews and replies · 0 likes · 3 plays.

    Released 2026-10-25. No updates since release yet.

    Shoguns Return

    By @gaba. Published 2026-10-16. Last updated 2026-10-26.

    Shoguns reconstruido desde la base, dominio por dominio.

    Categories: Strategy, MMO, Sim, actually hard, multiplayer.

    Reviews: 100% loved it · 8 votes · 9 reviews and replies · 21 likes · 5,176 plays · 17 playing right now.

    65 updates since release, the newest 2026-10-26.

    Earlier update: Invocadas de Naturaleza (2026-10-24)
    • Informes de batalla: ficha azul que suma oso, águila y lobo de la Shugenja de Naturaleza en cada turno, en el resumen y en Totales por tipo. Nuevo botón «Invocadas en el resumen»; ocultas, los no muertos que quedan entran en los huecos libres del ejército.

    Medieval Fate

    By @poisoncode. Published 2026-09-24. Last updated 2026-10-26.

    Un dominio por jugador, facciones propias y reparto de trabajadores en un mundo de estrategia feudal en construcción.

    Categories: Strategy, City Builder, MMO, good with friends, actually hard, beautiful, multiplayer.

    Reviews: Positive · 92% loved it · 14 votes · 41 reviews and replies · 62 likes · 13,732 plays · 13 playing right now.

    1,074 updates since release, the newest 2026-10-26.

    Earlier update: Ladrones que aprenden (2026-10-26)
    • ES · Ahora puedes enviar ladrones contra aliados y compañeros de clan (la protección de gloria 1/2,5 sigue).
    • EN · You can now send thieves against allies and clanmates (the 1/2.5 glory protection still applies).
    • ES · Los agentes que vuelven de una misión difícil aprenden de +1 a +5 en esa habilidad (tope 100); el informe lo indica.
    • EN · Agents who return from a hard mission learn +1 to +5 in that skill (cap 100); the report shows it.

    Shogun’s Fate

    By @poisoncode. Published 2026-10-26.

    Un dominio por jugador, facciones propias y reparto de trabajadores en un mundo de estrategia feudal en construcción.

    Categories: Strategy, MMO, City Builder, good with friends, actually hard, multiplayer.

    0 reviews and replies · 1 like · 27 plays · 5 playing right now.

    Released 2026-10-26. 8 updates since release, the newest 2026-10-26.

    Newest update: Acuarela del Japón (2026-10-26)
    • Las cinco escenas de Recursos, repintadas en acuarela como las unidades.
    • Los 65 iconos del árbol de talentos, ahora japoneses.

    Diablo Survivors

    By @izkimar. Published 2026-10-20. Last updated 2026-10-26.

    Pick your hero at the camp fire, step through the portal, survive the horde.

    Categories: Survivors, Action, RPG, good with friends, actually hard, multiplayer.

    Reviews: 100% loved it · 7 votes · 7 reviews and replies · 100 likes · 2,228 plays · 4 playing right now.

    Released 2026-10-20. 15 updates since release, the newest 2026-10-26.

    Earlier update: Second Wind Rises (2026-10-26)
    • Kashya's Second Wind now saves solo heroes: fall once, rise in a burst of gold.
    • Bone Armor's orbiting bones stay up while you pick level-up cards.
    • Hollow Moon gourds now break to auto-fire and spells.
    • Gheed's cart holds the horde back while you browse.
    • Festival events pay candles as pickups.

    Dust 2 DM

    By @tiger. Published 2026-09-28. Last updated 2026-10-26.

    Free-for-all on a sun-bleached Dust: AK, Glock, knife. Drop in, first to 35 wins.

    Categories: Shooter, Action, good with strangers, actually hard, multiplayer.

    Reviews: Mixed · 50% loved it · 14 votes · 43 reviews and replies · 1,206 likes · 49,861 plays · 3 playing right now.

    Released 2026-09-28. 4 updates since release, the newest 2026-10-26.

    Newest update: 16-Player Rooms (2026-10-26)
    • Rooms now hold up to 16 players; when one fills, new players get their own room. Nothing else changed.

    Confrontation-Strike

    By @vadim. Published 2026-10-21. Last updated 2026-10-26.

    Tactical 5v5 shooter inspired by CS2: plant, defuse, win the round.

    Categories: Shooter, Action.

    Reviews: 100% loved it · 6 votes · 6 reviews and replies · 8 likes · 51 plays · 2 playing right now.

    Released 2026-10-21. 23 updates since release, the newest 2026-10-26.

    Earlier update: DM-тюрьма, спрей и рег (2026-10-26)
    • Новый режим AWP Дуэль: LEGO-крепость, только AWP и нож. Dust 2 DM в тюремном стиле: ОМОН и зеки, заключённые в клетках у лавок, расписания обедов вместо плакатов. Боты в DM минимум средние. Спрей винтовок как в КС. Улучшена регистрация попаданий. Оптимизация FPS.

    Brightmoor

    By @theresnoend. Published 2026-10-26.

    A shared vale of swords and sawdust: chop, mine, smith, quest, and raise your own house.

    Categories: RPG, Sandbox, MMO.

    0 reviews and replies · 2 likes · 35 plays · 2 playing right now.

    Released 2026-10-26. 1 update since release, the newest 2026-10-26.

    Newest update: Chants and Champions (2026-10-26)
    • Moving while you chant breaks the spell, and a hit can break it too: the better your casting skill, the more often you hold it.
    • Your first craft and first gather open a card showing how the timing works.
    • The Hall of Heroes starts a fresh season: every board counts from zero.
    • Recall runes lock when you place them, and you can pick up your own without a hammer.

    Toon of Duty

    By @iker3329. Published 2026-10-26.

    Shooter cel-shaded en un pueblo en ruinas: Lobos contra Cuervos en siete modos, con bots, rachas y una nuclear que llega en bombardero.

    Categories: Shooter, Action.

    Reviews: 100% loved it · 3 votes · 3 reviews and replies · 5 likes · 44 plays · 2 playing right now.

    Released 2026-10-26. 11 updates since release, the newest 2026-10-26.

    Newest update: Intro de partida y protección de spawn (2026-10-26)
    • Cada partida nueva empieza con un intro: la cámara recorre el mapa con viñeta negra y una tarjeta con el modo, el mapa, el tamaño de los equipos, el objetivo y la duración, con cuenta atrás 3-2-1. El reloj empieza al terminar.
    • Protección de spawn en todos los modos todos contra todos (Todos contra todos, Una en la recámara, Juego de armas): 2 segundos sin recibir daño al reaparecer, o hasta que dispares. Los bots también la tienen.

    Nibbloria

    By @talosascia. Published 2026-10-24. Last updated 2026-10-25.

    Vermi cartoon in una grande arena tonda: mangia, cresci, accerchia e diventa il gigante dell'arena.

    Categories: Arena Brawler, Action.

    Reviews: 50% loved it · 2 votes · 2 reviews and replies · 1 like · 7 plays.

    Released 2026-10-24. 14 updates since release, the newest 2026-10-25.

    Newest update: 5 nuovi pickup (2026-10-25)
    • In Classica arrivano Bolla Salvavita, Pioggia Golosa, Esca Gigante, Corona Golosa e Fantasma. Nuova intro animata, info aggiornate in 6 lingue.

    Bean Craft

    By @tictac. Published 2026-10-05. Last updated 2026-10-26.

    Mine, craft and survive together on a candy archipelago in the Bean universe.

    Categories: Sandbox, Cozy, good with friends, beautiful, multiplayer.

    Reviews: 62% loved it · 8 votes · 9 reviews and replies · 6 likes · 301 plays.

    Released 2026-10-05. 21 updates since release, the newest 2026-10-26.

    Earlier update: Sweet Village Adventures (2026-10-26)
    • Take bakery and smith commissions, build mastery, and follow your Journey Journal.
    • Meet companion perches, request companion tips, and tackle weekly building challenges.
    • Explore the new post-Frost-King Core adventure.
    • Crafting and save fixes protect staged ingredients; Mayor construction lessons recognize your own building.
    • The Tutorial Island listening lesson now waits for its spoken instruction to finish before awarding credit.

    ЗАЦЕП 47

    By @idinxuy. Published 2026-10-26.

    You're a зацепер: hang from a speeding электричка's ladder, climb to the roof, and duck under three steel bridges. One slip means you fall—but make it to the depot, and you've earned your score.

    Categories: Driving, Action.

    0 reviews and replies · 0 likes · 2 plays.

    Released 2026-10-26. 1 update since release, the newest 2026-10-26.

    Hexagones Twistup

    By @match3lover. Published 2026-10-26.

    Spin three neon hexes around their corner, match glowing triangles, twist your way up.

    Categories: Puzzle, Cozy.

    0 reviews and replies · 1 like · 1 play.

    Released 2026-10-26. No updates since release yet.