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@kingdavez

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·
@kingdavezcreating gamespartner
Shelf24 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

  • 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.
  • 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.

    Games by @kingdavez

    5 games here, as of 2026-10-28 04:55 UTC: 304 plays, 24 likes, 53 reviews and replies and 85 updates from their makers.

    Orchidfall Online

    By @kingdavez. Published 2026-09-11. Last updated 2026-10-19.

    Forge your legend in a living jungle frontier. Quest, level up, and challenge the Crown Warden together.

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

    Reviews: 75% loved it · 8 votes · 26 reviews and replies · 11 likes · 178 plays.

    46 updates since release, the newest 2026-10-19.

    Newest update: Roads and Roles (2026-10-19)
    • Story road: when a chapter ends, the tracker points you to the next one, even across zones
    • Dungeon roles: tanks hold aggro and taunt, healers draw threat, and boss drops roll Need, Greed or Pass for groups
    • Signposts stand where the old town gates were, and quests point you to the map teleport
    • New characters finish The Register in the Rain smoothly, with fewer popups in the opening
    • Faster loading, darker weathered roofs, and mounting right after a fight works again
    Earlier update: The Living World (2026-10-11)
    • Every forest, mountain, coast and ruin now grows real Blender trees with visible trunks instead of painted silhouettes—ancient oaks tower over green groves, scorched dead wood haunts the hollows, tropical acacias line the coasts.
    • The Treasure Goblin now flees across the Wildway with a glowing violet portal tearing open before him; if you don't catch him in time, he escapes through it and vanishes with his sack.
    • Your footsteps now crunch distinctly on snow and ice instead of generic gravel.
    • Iria's quest reward pays instantly when you press E at her keeper's stall—no journal opens, no dialogue lingers.
    • The town watchtower stands in its weathered timber finish everywhere, and soft damp soil with fern tufts now settles around every building's base.
    Earlier update: Orchards & Derbies (2026-10-11)
    • Shake the maples in Lantern Rest for Orchard Apples and sell them to Dunstan the Grocer for gold.
    • Bake an Orchard Apple Pie at the hearth to earn Warm Pie—a 10-minute buff that grants +10% job XP.
    • Every Saturday at 20:00 UTC, The Great Starfall falls over the Wildway with scaled rewards based on how many players are present.
    • The Weekly Fishing Derby now crowns a champion each ISO week; the heaviest single catch wins 500 gold and the Derby Champion title.
    • Tidevault's sealed boss door now opens: walk through and climb the stone ramp into the Mother of Tides arena.
    Earlier update: The Cinder Throne (2026-10-09)
    • Pyrrhax the Cinder Sovereign, a fire-breathing dragon, now rules a new level-90 raid called the Cinder Throne.
    • Town footsteps fall silent when NPCs jitter in place, and stuck walkers now step clear of stalls and walls instead of standing frozen.
    • Amberwood, Hearthvale, and Fernwake wear new seasonal colors—olive and dry-gold grasses, realistic layered spruces, and weathered maples that turn gold in autumn.
    • Explore rougher stone cliffs and boulders, dunes that ripple with wind-carved grain, and a new Recruit a Friend system to bring friends into the world.
    • The free-mouse hint moved to a small pill above the action bar, and a Delver's Cache rewards every fifth dungeon clear with bonus prizes.
    Earlier update: Lighter Steps (2026-10-06)
    • The game boots faster now—trade, arena, and market panels wait until you're standing to load in.
    • Story text for quests arrives a moment after you enter the world, letting you move freely while it settles in.
    • Tidecaller and Shrinevale helmets now fit properly on your head instead of floating high above it.
    What players say
    • @parz1val · loved it · 2026-10-06 · played 36 min · 1 heart · shown first by the maker: “Man, this game keeps getting better! Love the graphics and all the new quests.”

      • @kingdavez (maker) replied 2026-10-06: “Thanks so much”
    • @chizkeykkk · loved it · 2026-10-20 · played 57 min · shown first by the maker: “It's been a long time since I last played this. The starting area feels so much better and livelier now, with kids running around and leaves floating in the air. It's amazing”

      • @kingdavez (maker) replied 2026-10-20: “thanks so much”
    • @jeon · 2026-10-04 · played 26 min · shown first by the maker: “I spent way more time looking around than I expected bro 😂. There are so many little areas that make me wonder what Ill eventually be able to reach or unlock. It really gives the world that “theres more here” feeling!”

      • @kingdavez (maker) replied 2026-10-04: “thanks so much theres more to come lots of new updates coming thank u for your review and i hope u like the game if u encounter any bugs or anything let me know please i will get it fixed i added alot today enjoy the game plus a new halloween event on the map”
    • @jeon · loved it · 2026-10-06 · played 26 min · 1 heart: “Bro, I like how even doing small stuff makes me feel like my character is actually going somewhere 😂. I started with nothing and now Im already getting attached to my little dude haha. Makes me wanna keep playing and see how far he can go!”

      • @kingdavez (maker) replied 2026-10-06: “Thanks so much man really means a lot for playing it”
    • @chizkeykkk · loved it · 2026-10-06 · played 57 min · 1 heart: “Yay! I'm not stuck anymore. Though Idk what happened but I defeated the mossback and didn't get any loot at all 😅 But I levelled up to level 5 lol”

      • @kingdavez (maker) replied 2026-10-06: “Fixing loot now glad u were able to kill the mossback there’s plenty of other stuff to as well in the game as u explore and such”
      • @kingdavez (maker) replied 2026-10-06: “Each class has its own lvl to lvl up”

    Ashen Crown

    By @kingdavez. Published 2026-10-15. Last updated 2026-10-18.

    A dark act-one action RPG: pick a hero at the camp fire, cut through the Blood Moor, slay Bonegnaw in the crypt.

    Categories: Action, RPG, actually hard, beautiful, solo.

    Reviews: 75% loved it · 4 votes · 4 reviews and replies · 5 likes · 25 plays.

    Released 2026-10-15. 9 updates since release, the newest 2026-10-18.

    Earlier update: The Hidden Hollows (2026-10-18)
    • Every act now has a side area east of its road: Wickmourn Hollow, the Saltwright's Sink, Choirmere Hollow, Slagmere Foundry and Skaldmere
    • Each one ends in an event: a candle vigil, a sealed vault, five votives, the crucible's three pours or a beacon rite, with loot at the end
    • New named elites guard them: Sister Gutterwick, Ossik, Sister Lamentine, Vurn the Oathbreaker and Ulfrun the Drowned Skald
    • The Drowned Lanterns start dark, so you can see which one is left
    • Vault loot spreads out, and the Ironvigil gate no longer traps heroes
    Earlier update: The First Hour (2026-10-18)
    • Early fights move faster: archers, hags and bog brutes go down quicker, and the west reeds pack is gentler on new heroes. Loot hits harder, and gear you pick up goes straight onto an empty slot. The warding braziers stand taller with a pale cold smoke, so you can find them from the road. The Bog Brute camp refills in about a minute, so that quest never points at an empty camp.
    Earlier update: Siege, Slots and Steel (2026-10-18)
    • Six hero slots on the title screen. Ember Camp comes alive: guards, smith, villagers, day and night, and a siege with an elite leader. Heavier combat: stagger, knockback, crits, boss telegraphs and phases. Quest arrow, quest marks, dialogue and salvage at the smith. Hardcore heroes, graves that hold your gold, gems you socket and refine, stamina and gear wear. Night on the moor reads deep blue. Phone layout fixes throughout.
    Earlier update: Hollow King's Road (2026-10-16)
    • The Hollow Catacombs are fair now: smaller packs at the entrance and in the hall, Skarrow moved to his own lair, and the Hollow King can be beaten at level 10 to 12. Waypoint stones open with E or a click, and click-to-walk paths around walls. Boss deaths erupt a fountain of loot with upright beams. Charms work from your bag and Sabeth sells them. Melee heroes lock onto archers that back off. Settings fit a landscape phone. The Ash Prophet is a real final fight now. And a secret: beat Bonegnaw after the Ash Prophet for the Rusted Bell, and see what the Reliquary makes of it with a tome.

    Starbound Adventures

    By @kingdavez. Published 2026-09-16. Last updated 2026-10-19.

    Chase fallen stars through six hand-painted worlds — a joyful co-op platform adventure with secrets, racing, and bouncy double jumps.

    Categories: Platformer, Adventure, Cozy.

    18 reviews and replies · 4 likes · 74 plays.

    Released 2026-09-16. 22 updates since release, the newest 2026-10-19.

    Earlier update: Rootdeep (2026-10-19)
    • A cave door under Bellroot leads into Rootdeep: three caverns you map as you explore.
    • Pip learns a nail swing, a pogo bounce off foes and spikes, and a Q heal powered by light.
    • Beat Bramblemaw, Queen Lumenspore and the Hollow Warden to earn dash and wall cling.
    • Rest at benches, wear up to three charms, and win your lost coins back from your shade.
    • Fallen cavern foes stay down, and phone screens fit cleaner.
    Earlier update: Main Menu Overhaul (2026-10-01)
    • The main menu now leads with a big Continue button to jump straight back into your adventure.
    • Menu sections are clearer: Play, Collect, and Quests & Extras group related options with simple one-line descriptions.
    • Fewer tabs mean less clicking to find what you want.
    Earlier update: Pumpkin Night (2026-09-30)
    • Old Squashwick awaits on a moonlit pumpkin farm—dodge his bombs, leap across, and bonk his dizzy head to ring the harvest bell.
    • Daily Star Run challenges race you against the leaderboard for coins and gems, with hidden treasure chests to find in courses you've cleared.
    • Daily quests stack up three at a time—complete all three for a bonus chest and build your streak for coming back.
    • Heroes now bob and lean as they run, and painted backdrops render at full detail so tablets and phones see every brushstroke sharp.
    Earlier update: Starbound Adventures Update (2026-09-22)
    • New adventures: follow Nima's Faraway Signal through Papersea Archipelago, Cinderlull Forge and Aurora Orchard, with illustrated map entries, letters, puzzles and a homecoming reward. Meet original animated Postclaws, Kilnkins and Prismtails with distinct attacks and effects; defeated creatures stay defeated. This update also brings the Starfall Odyssey atlas, twelve expedition trails, free shrine powers and upgrades, new painted side trips, and the Halloween adventure. Existing progress and familiar menus are preserved.
    Earlier update: Starbound Adventures Update (2026-09-20)
    • Freshly painted gold-and-teal title buttons, leafy parchment Home cards, and matching menu tabs. Familiar shortcuts and actions stay put, with clearer large-text cards on narrow phones and improved short-landscape title spacing.

    Maple Spawn

    By @kingdavez. Published 2026-10-23. Last updated 2026-10-24.

    A cozy side-scrolling adventure where wildflowers overgrow the rusted rail yards. Slash snails, climb ropes, quest for Bloomhaven and topple the Rustcrown King.

    Categories: Adventure, RPG, Cozy.

    Reviews: 100% loved it · 1 vote · 1 review or reply · 2 likes · 7 plays.

    Released 2026-10-23. 2 updates since release, the newest 2026-10-24.

    Newest update: Teleport and Frost Fixes (2026-10-24)
    • World Map teleport: hop to any map you've visited, Bloomhaven free, 25 mesos elsewhere.
    • Bloomcap Colossus stays through the whole fight and announces when it burrows away or falls.
    • EXP popups and quest cards show your bonuses, and level-ups refill to your class max.
    • Class picker fits one screen on desktop and scrolls on phone.
    • Hall of Fame shows real players' faces again.

    Brick Brawl

    By @kingdavez. Published 2026-10-08. Last updated 2026-10-10.

    Smash, build and brawl in a living toy-brick yard.

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

    Reviews: 50% loved it · 4 votes · 4 reviews and replies · 2 likes · 20 plays.

    Released 2026-10-08. 6 updates since release, the newest 2026-10-10.

    Newest update: Chaos Drops (2026-10-10)
    • A giant rolling ball flattens everyone in its path, bouncing off walls and hugging the floor like a pinball.
    • Boulders, meteors, and cannonballs rain down on the arena mid-fight with warning circles showing where they'll land.
    • A glowing mega crate drops into the arena—grab it for full health, speed, giant size, and a shield all at once.
    • Wind gusts push fighters across the floor, hitting grounded players half as hard.
    • The Forge glows brighter and keeps its orange lava instead of burning white.
    What players say
    • @chizkeykkk · needs work · 2026-10-15 · played 33 min · 1 heart: “The game is nice! Just curious why there’s a big photo when loot is available 😅 Also, I hope enemies pause while we check our bags so we have time to equip our loot. Overall though the game is nice and I love that attacks can be done with spacebar.”

      • @kingdavez (maker) replied 2026-10-15: “I’ll fix the giant image not sure why that’s there either but I’ll fix it for u glad u like it my favourite game is Diablo 2 so this is inspired by it”
      • @chizkeykkk replied 2026-10-16: “@kingdavez ohh I never played that before but this is definitely addicting 😅😅”
      • @kingdavez (maker) replied 2026-10-16: “new update in a few min”
      • 2 more replies
    • @sunraku · loved it · 2026-10-18 · played 6 min: “Hey bro! this was great. I am not sure but it feels like this game resembles some RPG game I already played back then. I love the pick ups and the gold drops + there were dungeons and bosses. This was a great rpg to hangout.”

      • @kingdavez (maker) replied 2026-10-18: “glad u liked it thank u”
    • @alongzera · loved it · 2026-10-16 · played 2 min: “game reminds me a lot of diablo! cant wait to explore more!”

      • @kingdavez (maker) replied 2026-10-17: “thanks the point of it thanks for playing”
    • @flickaboo · loved it · 2026-10-16 · played 43 min: “This was so much fun! The dark environment and gameplay felt great. Couldn't find a bow for my Huntress tho, maybe I was just unlucky haha. One suggestion: make weapons class-specific, like bows for the Huntress, to make each hero feel unique.”

      • @kingdavez (maker) replied 2026-10-16: “It’s still in beta but thank u for playing I’ll fix the bow”
    What players say
    • @flickaboo · 2026-09-16 · played 53 min · 1 heart · shown first by the maker: “The game makes it really easy to jump back in and keep playing. I didn't run into any frustrating downtime or anything that got in the way, and the quick restart makes me want to keep trying and see what happens next.”

      • @kingdavez (maker) replied 2026-09-16: “thank u so much for playing added some cool rewards and everything to”
    • @makeriffic · 2026-09-16 · played 13 min · 1 heart · shown first by the maker: “Yo, I like the game's scenery. It makes me want to stop and just admire it lol. I have also played with a player named parzival, I thought we were going to have to steal each other's coins, but it turns out that the coins are separated for different runners which is great. Keep it up!”

      • @kingdavez (maker) replied 2026-09-16: “thanks so much means alot”
      • @makeriffic replied 2026-09-16: “Uh, the player that I raced was flickaboo sorry my bro flickaboo I was buggin out”
      • @kingdavez (maker) replied 2026-09-16: “ill fix it so u were bugging out? ingame”
      • 1 more reply
    • @sunraku · 2026-09-16 · played 55 min · 1 heart · shown first by the maker: “The game was fun to play. Actually tried it on multiplayer with my friend and we successfully found each other in the game. The artstyle was good and I like the movements especially the double jump. I just didn't sure whatsthe power up do when I acquire it cause it was not disappearing.”

    • @larrielabs · 2026-09-16 · played 28 min · 2 hearts: “I love this game! 🥹 My favorite part was being able to ride on Cloverkit, and the trail map is such a nice touch! 🗺️ I also got excited knowing we can play on the same map with our friends! 🥹 When I tried to get the power-up in Level 1, my character started glitching/flickering, and it didn’t stop even when I moved on to Level 2. 😭 I was still able to finish the level without any other problems though. Excited to clear the other levels soon! ✨🎮”

    • @lego · 2026-09-17 · played 51 min · 1 heart: “I like the simple platforming! How did you do it? Did you use God Mode? Also, wow, you added a lot of features to this game, like Story, Race, Coop, Quests, and even Rewards & Pass!”

      • @kingdavez (maker) replied 2026-09-17: “some of it i used god mode some of it i didint”
      • @lego replied 2026-09-17: “Cool. I'm planning to make a platformer game in the future.”

    499 online

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    Escape from Stranglethorn: in-game scene
    Escape from Stranglethorn
    Escape from Stranglethorn12 playing

    Nine classes, a jungle full of valuables, and one job: make it back to Booty Bay alive.

    @izkimar · ♥ 95 · 83% loved

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    ROT
    ROT2 playing

    A plague doctor returns to his burned village and brews the plague that will end the kingdom. Survive the nights, spend marrow on ranks that stay.

    @sath · ♥ 14

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    On Spawn right now

    499 people were on Spawn in the last hour.

    44 games here, as of 2026-10-28 04:55 UTC: 130,143 plays, 2,456 likes, 567 reviews and replies and 2,525 updates from their makers; 24 games were updated in the last day.

    Escape from Stranglethorn

    By @izkimar. Published 2026-10-23. Last updated 2026-10-28.

    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: Positive · 83% loved it · 12 votes · 12 reviews and replies · 95 likes · 2,927 plays · 12 playing right now.

    Released 2026-10-23. 23 updates since release, the newest 2026-10-28.

    Newest update: Shaman's Arsenal (2026-10-28)
    • Shamans train Ghost Wolf, Windfury Weapon and the core totems; Stormstrike is now a heavy cooldown blow
    • Right-click gear in a loot bag or corpse to wear it, and Dungeon Bag items click, drag, sell and bank at home
    • Gem missiles always hit, gems drop far more often, and Crypt Keys drop from anything around Brill
    • Hunter and Warlock pets scale with your gear and defend you
    • Bags spread side by side, and merchant, loot and vault pages stay put when you buy or loot
    Earlier update: Dungeon Bag Unstuck (2026-10-27)
    • Scarlet Monastery opens: find a Crypt Key in Tirisfal and blitz the Graveyard to Interrogator Vishas before the Purge wakes
    • Gems: drop, extract and socket them in Booty Bay to change your abilities
    • Mounts window pages through your whole collection, Headless Horseman's Mount included
    • Ranged aim, Cone of Cold and projectiles follow your crosshair everywhere
    • Blink on a 15s cooldown, and leashing monsters can be hit on their way home
    • Killing Vishas in the Scarlet Monastery Graveyard now always opens the Reliquary and the portal home.
    • Scarlet Monastery corpses, the Reliquary and the portal home now always show up on your screen, so you can loot them and leave.
    • Crypt corpses drop their gold too.
    Earlier update: Dead Man's Haul (2026-10-27)
    • 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.
    What players say
    • @lego · loved it · 2026-10-27 · played 25 min: “Came here for the jiggle physics, and the jiggle physics delivered”

    • @jakefifteen · loved it · 2026-10-27 · played 4 hrs 31 min: “Cool game and idea.”

    • @sovos · needs work · 2026-10-26 · played 5 min: “got all these dock workers mogging me and no way to square it. If this is the atmosphere then the lords of acid said it best. "I must increase my bust"”

    • @smallzero · loved it · 2026-10-26 · played 3 min: “SO GOOD”

    • @parz1val · loved it · 2026-10-26 · played 16 min: “Man, I got ambushed a few times XD. Really love the game, the graphics remind me of Warcraft and everything feels so smooth.”

    ROT

    By @sath. Published 2026-10-27.

    A plague-doctor survivors game. Wikk comes home to a burned village and brews the plague that turns the kingdom's army on itself. Stack the Dose, spread the rot, outlast the horde.

    Categories: Survivors, Roguelite, Action.

    Reviews: 75% loved it · 4 votes · 4 reviews and replies · 14 likes · 105 plays · 2 playing right now.

    Released 2026-10-27. 7 updates since release, the newest 2026-10-27.

    Newest update: Two Hands of Rot (2026-10-27)
    • Wikk carries your second weapon in his off hand and swings it with that arm
    • Plague casks splash at their real size, and Tallow runs much lighter in a crowd
    • Death puffs and Old Venom clouds now wear the plague that caused them
    • Rats hunt healthy soldiers first; Pied Piper pulls only the nearest 20% of your rats
    • Runs open fully zoomed out, the HUD fits small screens, and pause always sits on top
    Earlier update: Try Again, First Game & Plague Fixes (2026-10-27)
    • NEW
    • TRY AGAIN on the death screen (or R): restart instantly with the same plague, weapon, map and difficulty.
    • Brand-new players drop straight into their first map with a short spear-dodge drill, then reach the cellar after that match.
    • End-of-run stats stay on screen; kills now drop visibly in their plague's colour.
    • PLAGUES
    • Blood Fever: bursts for any Dose; 2m splash, its Dose split between everyone caught.
    • Racteria: any Dose, even partial, now spits rats on its 4s clock and when the Rot ends or the host dies. Rat bite 4.
    • Witch's Apple: walks normally for 7s, then SLEEPWALKS at half speed and can't attack.
    Earlier update: Every Plague on Film (2026-10-27)
    • New vat clips for all ten plagues showing their current stages and upgrades. The vat info panel folds down with its arrow so you can see the vats. First-use guides for every plague and weapon, an end-of-run stats screen, clearer kill feedback, fewer grunts while a boss is up, and flat 5-per-second Rage and sleepwalker hits.
    Earlier update: Tip the Doctor (2026-10-27)
    • Tip the Doctor: a coin for Wikk's jar, beside the wanted poster.
    • Maps paint in more smoothly when a run starts.
    • Steadier movement after a pause or tab-away.
    What players say
    • @parz1val · loved it · 2026-10-27 · played 16 min: “ur game is so addicting, I really enjoyed it. The bosses are OP tho XD. Hope you add more upgrades.”

    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 · 7 likes · 85 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.

    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 · 21,170 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”

    Flickshot

    By @yuidev. Published 2026-10-16. Last updated 2026-10-28.

    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 · 9 votes · 10 reviews and replies · 41 likes · 680 plays.

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

    Earlier update: Ishi Finisher Fix (2026-10-27)
    • Halloween event until Nov 9: get 500 kills in FFA, MODS or lobbies to earn the free 鬼南瓜 KABOCHA AR skin
    • KABOCHA has its own draw, inspect and kill finisher
    • The FFA maps are decorated for night with pumpkins, lanterns and candles
    • The menu, HUD and locker are restyled for Halloween with a kill tracker
    • The ISHI dragon kill finisher shows again
    Earlier update: Benchmark Season 1 (2026-10-27)
    • Aim training opens on a new BENCHMARK sheet: 18 drills, 3 per skill, ranked Iron to Grandmaster
    • Your benchmark rank combines all six skills, so your weakest skill pulls hardest
    • The whole aim trainer, picker, run timer and results, now wears the settings look
    • FFA bots keep moving on their own
    Earlier update: PureFlick 2 (2026-10-27)
    • PureFlick 2: a new learner built on motor-control research, it maps your hand around the whole circle so every flick teaches nearby directions too
    • Flick size now counts on its own, so short vertical flicks no longer cut your up/down sens by mistake
    • It only corrects what your data is sure of, and your learned flicks carry over
    • Aim training never shows your gun; the SHOW/HIDE gun switch stays in Gameplay for matches
    Earlier update: Hide Your Gun (2026-10-26)
    • Settings › Gameplay › Your gun on screen: hide your weapon and arms for a clean view
    • Settings › Keys: click any key to open the rebinder and pick a new one
    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.
    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!”

    GLINT

    By @fracture. Published 2026-10-25. Last updated 2026-10-27.

    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 · 14 votes · 15 reviews and replies · 35 likes · 255 plays.

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

    Newest update: Glacier Warden Arrives (2026-10-27)
    • 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.
    • Cedarfall: the log wall by the covered bridge that could trap players is gone.
    • When the community hits 3,000 event kills, every player gets the Day 7 Witch's Brew AK-74 automatically. The board marks the goal COMPLETED, and Days 1-6 keep going with one claim a day.
    • Every kill drops the fallen player's gun on the ground. Walk over it and press F to swap: it takes your primary or secondary slot (handguns go secondary) and drops the gun you had. Picked-up guns last until you die. Not in Gun Game, Zombies, featured modes or duels.
    • LMG ammo counter no longer stretches the challenge tracker and gun icon across the screen
    • A gun picked up off the floor is gone when you die, quit or return to the lobby: you always spawn back with your class
    • The Bone Yard battle pass skin now shows on the SV-98 it unlocks, not a gun that's no longer in the game.
    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

    Rifts

    By @abbidabbi. Published 2026-10-19. Last updated 2026-10-27.

    The fight never ends. Three teams, one broken keep: pick a hero, fall, get up, fight again.

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

    Reviews: 100% loved it · 6 votes · 7 reviews and replies · 11 likes · 99 plays.

    Released 2026-10-19. 8 updates since release, the newest 2026-10-27.

    Newest update: Healer reach cues (2026-10-27)
    • Sun Oracle: the ally your Sun Blessing will land on glows gold while E is ready. Allies out of heal reach fade on healers' screens. The Lantern Keeper's ring no longer follows you onto other heroes. Nexus is bosses only now, and they're tougher. Blood Well crystals show their health.
    Earlier update: Bigger Timers & Every Screen Size (2026-10-27)
    • The round clock is bigger and turns red in the last minute. A rift countdown now sits under it and becomes a big center count for the last 10 seconds. Hero select, the fight HUD and the end screen now fit phones, sideways phones and big monitors. On small screens abilities and talents fold into an icon row, so they always show.
    Earlier update: Polished End Screen & Hero XP (2026-10-27)
    • A new round-end stage with textured marble, columns and waving banners. Every hero now levels up on their own, with XP and level shown on your action bar. Aegis Matron's Judgment now shows a gold warning ring where it will land, and Sword Blink no longer drops below the Forge. Rifts now open every 2 minutes.
    Earlier update: Red vs Blue 3v3 (2026-10-26)
    • Two teams of three now: Red vs Blue across every realm. The Nexus and Blood Well have two roads, one per team. New Tidecaller water healer. The scoreboard shows how much each healer healed.
    Earlier update: Hammer of Justice (2026-10-23)
    • Paladin: new E, Hammer of Justice. Throw your burning mace up to 12 m: the first enemy hit is stunned 1 s, then slowed 70% for 1 s, and the mace flies back to your hand. Flame Aegis moves to right click. Holy Charge is wider, longer, hits everything along its path and spins a fire whirlwind from your shield. Every rift now goes through the Nexus first (Keep, Nexus, Forge, Nexus...). Nexus bosses shuffle every visit, and road pieces always come back whole. Every class gets the colourful damage popups. Flame Weaver's Cloak of Fire no longer shows the Assassin's cloak.
    What players say
    • @kaya · loved it · 2026-10-22 · played 19 min · shown first by the maker: “everybody hates bird boy but bird boy kills everyone so bird boy happy :) would be lovely if the rift timer was enlarged a bit so we'd know when the rift appears. had lotsa fun playing with you guys!! ggs”

    Aurel Online

    By @metalhorse233. Published 2026-10-23. Last updated 2026-10-27.

    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: 40% loved it · 5 votes · 5 reviews and replies · 15 likes · 166 plays.

    Released 2026-10-23. 18 updates since release, the newest 2026-10-27.

    Newest update: The Kennel Yard (2026-10-27)
    • ["Bramblewick Lodge has a kennel now: four pens behind Garth, where the hounds broke out","The Bramblewick bowl is ringed by wooded hills, and the way out is the open Fox Gate","Lodge and kennel lanterns go out at dawn and light at dusk","Leveling up refills your health and mana","Action bar icons flash red when you lack the mana"]
    Earlier update: Briarfang's Den (2026-10-27)
    • Briarfang now has a proper den: a ring of stones with thorn hounds spaced along the way in, and he's been retuned to be a tough fight a level 5 can win solo. The Bramblewick Lodge vendors each wear clothes for their own trade, and the lodge's front towers now reach all the way to the ground. Your corpse skull now shows above quest markers on the map and minimap. The first Saint Aure shrine quest sends you back to Bracken Rusk, and the zone map labels Bramblewick Lodge.
    Earlier 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

    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 · 534 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 2026-10-27.

    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 · 83% loved it · 12 votes · 12 reviews and replies · 19 likes · 93 plays.

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

    Newest update: Loot Tiers & Dev Server (2026-10-27)
    • Loot rebalanced by crate tier: roadside barrels and brown boxes now drop only junk and bow/arrow parts, no guns or ammo.
    • Green military crates can rarely hold a revolver or Eoka, plus workbench 1-2 parts.
    • AK-47 now drops only from elite and orange crates at hard sites, about 1% per crate.
    • AK-47 crafting needs its blueprint and a Tier 3 workbench.
    • New DEV TEST server with its own test map, visible only to admins.

    死: One Hit Kill

    By @chocopuff. Published 2026-09-27. Last updated 2026-10-28.

    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 · 92% loved it · 13 votes · 26 reviews and replies · 23 likes · 368 plays.

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

    Earlier update: Heads Counted (2026-10-27)
    • The jiangshi of Diyu is collecting tribute: cut off heads in any realm and every head counts.
    • Pay the tribute to claim a cursed blade: Plagueblade, Crimson Fang or Jack-o Cleaver.
    • Each blade has its own curse: acid and flies, blood and bats, pumpkins and smoke, even on parries.
    • Talk to the jiangshi to preview all three blades before you claim.
    • The event ends Nov 6, 11:59 PM ET.
    • Decapitations in duels now count toward Heads Will Roll
    • Match history names the real cut

    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 · 26 likes · 314 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 · 61 likes · 4,229 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 · 1,354 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 · 35 likes · 960 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.

    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.

    Reviews: 0% loved it · 1 vote · 20 reviews and replies · 54 likes · 1,530 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 · 1,019 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 · 1,161 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.

    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 · 1,869 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.

    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 · 1,630 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.

    Stik Fighter

    By @lazydev. Published 2026-08-19. Last updated 2026-09-04.

    You step into the ring against a thinking opponent who adapts and counters. Land clean hits, block incoming strikes, and claim victory across five brutal arenas—from rooftop to beach, dojo to temple.

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

    9 reviews and replies · 20 likes · 818 plays.

    Released 2026-08-19. 13 updates since release, the newest 2026-09-04.

    Newest update: Blood Pool Cleanup (2026-09-04)
    • The blood-pool manager has been removed — impact effects now run without a central coordinator.
    • Guard flashes and hit sparks now calculate and display independently, keeping the fight crisp and responsive.
    • The HUD now reads fighter state directly instead of mirroring data onto each fighter's bag, cutting network overhead and reducing sync lag in versus matches.
    • V.S. matches now use room truth to detect when an opponent has actually left, preventing false timeouts when the relay is slow.

    Elodie & the Water Dragon

    By @lono. Published 2026-10-27.

    An old hen rides a water dragon from a forest lake to the moonlit sea to catch the mermaid who can grant her wish.

    Categories: Cozy, Adventure, beautiful, solo.

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

    Released 2026-10-27. No updates since release yet.

    Cheese Rolling

    By @medeo. Published 2026-10-27.

    Chase a wheel of cheese down the steepest hill in England. Stumble, tumble, win.

    Categories: Party Game, Racer, Sports, good with friends, funny, multiplayer.

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

    Released 2026-10-27. 3 updates since release, the newest 2026-10-27.

    Earlier update: Rivals (2026-10-27)
    • Head-to-head records: race a friend and the results board shows your win-loss record against them.
    • On phones the balance bar now sits clear of the stick and buttons.
    • New trophies to chase.

    Sven Creator

    By @flips. Published 2026-10-27.

    Co-op contra alienígenas numa base de pesquisa no deserto. Religue a energia e fuja juntos.

    Categories: Action, Horror, good with friends, actually hard, multiplayer.

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

    Released 2026-10-27. 1 update since release, the newest 2026-10-27.

    Newest update: IA e Novas Peças (2026-10-27)
    • IA MONTA O MAPA refeita: salas maiores e corredores livres
    • SPAWN voltou na tecla 7, com lista de inimigos, amigos, armas e veículos
    • 30 peças e mecânicas novas na página 2 do criador
    • Visão noturna não liga mais sozinha (N liga e desliga)
    • Minas somem sozinhas depois de 3 minutos

    Microbots

    By @prophecy. Published 2026-10-27.

    Command six thousand microbots: punch, bridge, wall, launch and ride the swarm across a San Fransokyo harbour.

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

    Reviews: 66% loved it · 3 votes · 3 reviews and replies · 1 like · 4 plays.

    Released 2026-10-27. 2 updates since release, the newest 2026-10-27.

    Newest update: The Swarm Academy (2026-10-27)
    • New Swarm Academy: a floating course over the night city with a narrator and captions that teaches every control.
    • Press T to reset the academy, or jump back in from the harbour.
    • The harbour is now a lit neon cyberscape with sweeping searchlights.
    • Color picker closes when you pick a color.
    • Smoother performance: lighter ground probing and trimmed far-away nanobots.

    Firestarter

    By @marcelpachole. Published 2026-10-27.

    An enfo in the swamp: survive the waves of shades, pick up their gold, buy tomes.

    Categories: Survivors, Action.

    Reviews: 0% loved it · 2 votes · 3 reviews and replies · 0 likes · 25 plays.

    Released 2026-10-27. 12 updates since release, the newest 2026-10-27.

    Earlier update: Wenzel's Rare Wares (2026-10-27)
    • Wenzel the road peddler now restocks every 5 waves, and often carries one rare item: Seven-League Boots, Grimoire of the Hourglass, Bloodsteel Codex or Heart of the Mire. Pixels are a quarter bigger.

    Triarch Legends

    By @zatonic. Published 2026-10-26.

    Triarch Legends: an eight-summoner auto-battler. Draft heroes of Albion, Midgard and Hibernia, forge realm artifacts, and outlast seven rivals at the War Tables.

    Categories: Strategy, Tactics, Party Game, good with friends, beautiful, multiplayer.

    Reviews: 100% loved it · 2 votes · 2 reviews and replies · 2 likes · 44 plays.

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

    Critter Dash

    By @lumen_interactive. Published 2026-10-26. Last updated 2026-10-28.

    Monsters and heroes race an endless neon road, tripping each other all the way.

    Categories: Racer, Action.

    Reviews: 25% loved it · 4 votes · 4 reviews and replies · 1 like · 6 plays.

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

    Newest update: Three New Lands (2026-10-28)
    • The road grows: Frostbite Peaks (snowy pines, snowmen, falling snow), Sunken Reef (glowing coral, kelp and giant clams under rising bubbles) and Cloud Kingdom (floating islands, puffy clouds and rainbows you run under). Eight lands now, with a new one before gates 2, 4 and 6.

    CS2

    By @japa. Published 2026-10-26. Last updated 2026-10-27.

    Tático 5v5 no deserto: planta a bomba, defusa, compra, skins. Bots completam os times.

    Categories: Shooter, Action, good with friends, multiplayer.

    Reviews: 0% loved it · 4 votes · 4 reviews and replies · 0 likes · 10 plays.

    Released 2026-10-26. 1 update since release, the newest 2026-10-27.

    Newest update: Karambit na mão do CS2 (2026-10-27)
    • Karambit segurada igual ao CS2: punho fechado, argola pra dentro, lâmina deitada pra direita. Mão esquerda aberta com luva do lado da faca. Facas trocadas pelos modelos novos, pulo no scroll (bhop) e agachar no C.

    EVE · Operator Down

    By @cybershrapnel. Published 2026-10-26. Last updated 2026-10-27.

    EVE slips into MEQ's frozen Lund-7 outpost to get her operator back. Mission one: Ice Hit.

    Categories: Stealth, Action, Adventure, Shooter, actually hard, beautiful, solo.

    Reviews: 83% loved it · 6 votes · 6 reviews and replies · 4 likes · 8 plays.

    Released 2026-10-26. 2 updates since release, the newest 2026-10-27.

    Deepwarden

    By @chillz. Published 2026-10-26. Last updated 2026-10-27.

    Dig a dungeon under the keep. Lock up criminals, monsters and cursed relics. Keep them fed, guarded, and in.

    Categories: Colony Sim, Strategy.

    Reviews: 100% loved it · 1 vote · 3 reviews and replies · 1 like · 7 plays.

    Released 2026-10-26. 3 updates since release, the newest 2026-10-27.

    Newest update: Day and night over the keep (2026-10-27)
    • The sky above the keep now turns with the dungeon's clock: a golden sunset, a starry night with the moon, and dawn again. The meadow, clouds and castle take the hour's light.

    Shoguns Return

    By @gaba. Published 2026-10-16. Last updated 2026-10-28.

    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 · 5,707 plays · 7 playing right now.

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

    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.

    Diablo Survivors

    By @izkimar. Published 2026-10-20. Last updated 2026-10-27.

    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 · 115 likes · 2,671 plays · 5 playing right now.

    Released 2026-10-20. 16 updates since release, the newest 2026-10-27.

    Newest update: Akara's Mastery (2026-10-27)
    • Akara now teaches all seven heroes: spend Soul Shards to rank up your starter skills and unlock swappable Teachings at ranks 1, 4 and 8
    • Every Teaching stacks with your runes and augments, each class balanced and with its own new effects
    • Gheed's cart only stops where you can walk to it, and his wagon no longer walls him off
    • The bottom HUD fits short and wide screens instead of getting cut off

    Medieval Fate

    By @poisoncode. Published 2026-09-24. Last updated 2026-10-27.

    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 · 60 likes · 14,527 plays · 4 playing right now.

    1,075 updates since release, the newest 2026-10-27.

    Newest update: Devolución de Caminantes (2026-10-27)
    • Devolución de caminantes de Suntan y confirmación al despedir espías

    Shogun’s Fate

    By @poisoncode. Published 2026-10-26. Last updated 2026-10-27.

    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.

    Reviews: 100% loved it · 1 vote · 1 review or reply · 5 likes · 142 plays · 3 playing right now.

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

    Earlier update: Tierras de pie en móvil (2026-10-27)
    • En el móvil, la barra de tierras ahora va en vertical: lo edificado abajo, lo talado y el bosque en pie bien visibles, el castillo marcando el límite y el lote por comprar arriba.

    Dust 2 DM

    By @tiger. Published 2026-09-28. Last updated 2026-10-27.

    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 · 44 reviews and replies · 1,229 likes · 50,755 plays · 2 playing right now.

    Released 2026-09-28. 5 updates since release, the newest 2026-10-27.

    Newest update: Bot Faces & Pad Controls (2026-10-27)
    • Every bot now has its own profile picture on the top bar, scoreboard and death notice. Controllers: A jumps, B crouches, L3 walks, RB/LB switch weapons, R3 knife, d-pad left grenades. No more INVULNERABLE text after spawning.

    Spawn Turismo

    By @kevin. Published 2026-10-16. Last updated 2026-10-24.

    A Porsche 911 GT3 RS on a 2.4 km forest circuit. Race the grid or chase the clock in Time Trial.

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

    Reviews: 100% loved it · 8 votes · 10 reviews and replies · 40 likes · 1,749 plays · 2 playing right now.

    Released 2026-10-16. 6 updates since release, the newest 2026-10-24.

    Newest update: Circuit terrain repair (2026-10-24)
    • The Ferrari F40 joins the garage: a twin-turbo V8 and five-speed dogleg gearbox.
    • Rebuilt cockpit lining and fitted all three rear-view mirrors.
    • The gear lever moves through its metal gate, with the cockpit camera brought forward clear of the seat.
    • Restored terrain initialization across the circuits without changing the road grading. Repaired garage option selection.

    The Owl House: The Beast Inside

    By @willowpark. Published 2026-10-28.

    Analog horror. A camcorder, five tapes, and something that used to be Eda.

    Categories: Horror, Adventure.

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

    Released 2026-10-28. No updates since release yet.

    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 · 691 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

    MOG

    By @robot. Published 2026-10-11. Last updated 2026-10-22.

    Champ fighting at the tournament grounds: meet in the lobby, step through the great gate and fight.

    Categories: Action, MOBA, good with friends, actually hard, multiplayer.

    Reviews: 100% loved it · 9 votes · 13 reviews and replies · 121 likes · 11,646 plays.

    81 updates since release, the newest 2026-10-22.

    Newest update: Smarter Bots (2026-10-22)
    • The Molding Lab is open to everyone: take the dev wing door in the lobby, then the Character Factory gate
    • STEER the lab's fighter together: everyone sees the same body, and pressing STEER takes the controls
    • Fixed opponents sometimes staying invisible for a whole match after a KO replay.
    • Fixed Tetsuo sometimes staying invisible after his cloak ended.
    • Aella toned down. Her kicks hit about 13% softer, Data Love holds 3 mines instead of 4, and the Love Game rose hits for 12 instead of 15.
    • Champions load faster when you join or start a fight.
    • Every new round starts clean: effects cleared, cooldowns reset (ult meter carries over), nobody on the ground
    • FIGHT! waits until both fighters stand on their marks at full health

    DOMESTIC FRONT

    By @war. Published 2026-10-27. Last updated 2026-10-28.

    Terror cells in the suburbs. Elite CT units. 5v5 bomb defusal in a photoreal American cul-de-sac.

    Categories: Shooter, Tactics, Action.

    Reviews: 83% loved it · 6 votes · 7 reviews and replies · 6 likes · 19 plays.

    Released 2026-10-27. 3 updates since release, the newest 2026-10-28.

    Earlier update: The Armory (2026-10-27)
    • Three store finishes in the loadout skin wall: Ember Oxide, Arctic Ghost and Damascus
    • Each store finish covers your rifle, AK, pistol, sniper and SMG
    • UMP-45, 870, M4 Super 90 and M4A1 sights line up cleaner
    • Lighter Bearcat and smoother bot respawns
    • The planted bomb's light blinks clean

    Earthside Wordsmith

    By @annias. Published 2026-10-28.

    A calm little word processor: spellcheck that understands your sentence, and autocomplete that waits for you to pause.

    Categories: Tools.

    0 reviews and replies · 1 like · 1 play.

    Released 2026-10-28. 1 update since release, the newest 2026-10-28.

    Newest update: Support the wordsmith (2026-10-28)
    • A Support button sits beside the ✦ in the bottom right. Tip the maker 50, 200, 500 or 1000 spoins if Earthside Wordsmith helps you write.

    DOJO CITY

    By @ninjacatlive. Published 2026-10-26. Last updated 2026-10-28.

    Games • Casino • Social Hangout. A Ninja Cat World.

    Categories: Social, Sports, Party Game, good with strangers, good with friends, multiplayer.

    Reviews: 100% loved it · 3 votes · 3 reviews and replies · 5 likes · 30 plays.

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

    Newest update: Dojo City Mobile (2026-10-28)
    • Phones and tablets get real touch controls: a stick under your left thumb, drag to look, and buttons that change with what you're doing
    • Shops, travel, the suggestion box, food trucks and casino tables all fit a phone screen
    • Smaller HUD on small screens, kept clear of your thumbs
    • Pool tables rack without the hitch
    • Shredding in the Dojo summit sign and a cleaner road from the bank to the slopes
  • @sath (maker) replied 2026-10-27: “hey! thank you for the review, my best advice is to try and stack up as much black plague as you can. plus if run around breaking boxes and get a few boss kills you can upgrade your base power at the bone shrine. You also will gain access to other kinds of plagues as you fight through each map so keep at it! i dont expect everyone to beat the map on their first try, but the tools are at your disposal!. <3”
  • @smallzero · loved it · 2026-10-27 · played 18 min: “Simple, beautiful art and VERY addicting!”

    • @sath (maker) replied 2026-10-27: “thank you!”
  • @izkimar · loved it · 2026-10-27 · played 4 min: “such a fun game, love the art style so much!”

    • @sath (maker) replied 2026-10-27: “thanks lol yeah i love my dark ink!”
  • @jeon · needs work · 2026-10-27 · played 14 min: “Damn, I enjoyed this game ngl! 😂 The attacks feel too weak, and even with Ricochet, clearing mobs takes forever. Stronger attacks or more AoE options would make combat feel way more satisfying!”

    • @sath (maker) replied 2026-10-27: “Thanks for playing, I have adjusted plagues to start dealing rot damage at any level of dosage instead of requiring stage 1. this should help with clear speed. We have also reduced the amount of enemies that spawn while you are fighting a boss to give you a bit more focus on the boss. if you find that the damage is still low please remember that you can click and target enemies to stack the stages on one target, which in turn increases the damage it deals for each stage you reach.”
  • 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!”

  • @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.”

    • @yuidev (maker) replied 2026-10-25: “That's exactly the vibe i was looking for :D”
  • @yzykyl · loved it · 2026-10-27 · played 18 min: “I love what this game is all about: RAW MECHANICS. Infinite bullets on the AR with all the movement tech just means better mechanics wins the game. I just discovered this insights page too. Pretty awesome how I can see explanations of how bad I am 😂”

    • @yuidev (maker) replied 2026-10-27: “I MEANN u can get better it helps u aswell”
  • @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”
  • 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
    • @spawngamecreator · loved it · 2026-10-26 · played 1 hr 9 min · 1 heart: “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 · 1 heart: “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”
    • @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”

    • @key_master · loved it · 2026-10-26 · played 2 hrs 31 min · 1 heart: “very fun to play”

    • @abbidabbi (maker) replied 2026-10-22: “Having Fun is Always Prio you are a beast and the best teamate ! lets go”
  • @neitantei · loved it · 2026-10-27 · played 5 min: “This game is so chaotic and intense! I really like how cool the skill combinations look, and having different maps keeps things fresh. I'm having a blast playing it! 🔥”

  • @parz1val · loved it · 2026-10-26 · played 23 min: “Tried the new game mode and it's so fun. I used the Banshee this time and really enjoyed it.”

  • @jeon · loved it · 2026-10-21 · played 3 min: “Bro, this game is chaotic in the best way! 😂🔥 I love the concept, and the skills and attacks look awesome with their different animations. Playing as the Tempest Knight is so fun! ⚔️”

  • @parz1val · loved it · 2026-10-20 · played 23 min: “Nonstop chaotic fights Love it. The character movement is so smooth, and you can really see all the skill animations during the fights. Hope you add more arenas in the future.”

  • The chart-table bowls at the towers hold clear water
  • Fishing no longer hitches when you click near water
  • What players say
    • @vladtheimpaler · loved it · 2026-10-27 · played 7 min · shown first by the maker: “Love that I can instantly fight enemies when the game starts hahaha good looking game bro the camera should be fixed though, i need to click the screen to look around”

      • @metalhorse233 (maker) replied 2026-10-27: “I'm going to put in a new camera mode. I went with the World of Warcraft camera controller, but it looks like lots of people want something else :)”
    • @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 :)”