Jimothy Simulator

A game by @maine on Spawn.

Genre: Cozy, Action, Adventure

You're Jimothy, a hungry raccoon loose in a whole suburban town. Pounce on snacks and smaller rivals to grow fatter and stronger, unlock predator abilities, and become the apex trash panda.

Jimothy Simulator on Spawn now

4 reviews and replies · 3 likes · 81 plays.

Released 2026-07-20. 5 updates since release, the newest 2026-08-24.

Newest update: The Barrel Roll Update (2026-08-24)
  • Side rolls are real barrel rolls now — he tumbles over his shoulder instead of spinning flat.
  • Longer days: the sun holds daylight for most of the cycle and night is a short couple of minutes.
  • The day/night warden now reads the live sky, so the cycle can't quietly get stuck on night again.
  • Softer devour: one quiet gulp after the crunch, no cartoon burp.
  • Cleaner lobby — the keycap strip is gone; controls live in the GUIDE panel.
Earlier update: The Tumble Update (2026-07-28)
  • Dash is now ROLL. Jimothy tumbles the way you're moving — a forward somersault when you're charging ahead, a back-roll over the tail when you're backing off, and a barrel roll over either shoulder when you strafe. Same burst of speed, same cooldown, new hotbar art and guide entry.
Earlier update: The Bigger Logo Update (2026-07-25)
  • The JIMOTHY SIMULATOR logo is 40% bigger — in the lobby and on the in-game title card. The raccoon peeks larger.
Earlier update: The Big Raccoon Update (2026-07-25)
  • Jimothy grows 40% bigger per level — and the bigger you get, the heavier you move: slower steps, ship-like turns, abilities still full power. Snacks are now scooped into your paws and chomped mid-rear-up, with a re-cut devour that bites at natural speed. Plus a weight-class leaderboard with raccoon mugshots that fatten up as you do, clean name tags, an in-game ? guide, and finer ink outlines on the whole town.
Earlier update: The Fresh Fur Update (2026-07-22)
  • Big raccoon update: a proper main menu when you arrive (QUEUE to drop in, GUIDE for how-to-raccoon), every join starts you as a fresh park raccoon, a brand-new fluffy Jimothy body with reworked walk/pounce/devour/leap animations, name tags over every raccoon, juicier eating sounds, and a retuned growth curve — you start kit-sized and earn every pound.
What players say
  • @makeriffic · 2026-08-31 · played 2 hrs 28 min: “I've finally found DIMOTHY! my quest is now complete.”

  • @mistarpudding · 2026-08-28 · played 19 min: “hilarious gameplay, funny how we're just a bunch of racoons ransacking a city and fighting to see who gets to be the biggest one lol. wish eating was automatic though! (eat automatically whenever you pass by food, no need to press E). might feel more natural.”

  • @larrielabs · 2026-08-26 · played 18 min: “I had a lot of fun chasing and devouring other players, and watching the raccoon get bigger was really fun! 🦝😂 It would be fun to have accessories or little items to customize the raccoon with, maybe from a shop! ✨”

  • @makeriffic · 2026-08-25 · played 2 hrs 28 min: “I have been trying to find DIMOTHY with 1477 lbs I wanna devour that BIG RACCOON, is it just a way to scare players? I haven't seen him nor see his lbs grow I think his stomach is full lol.”

    • @mistarpudding replied 2026-08-28: “dimothy is real!! hahaha i found him inside a building at the corner of the town. he's just chilling inside, walking around and doing nothing.”

Play Jimothy Simulator free in your browser, no download.

Jimothy Simulator (@maine/jimothy-simulator) on Spawn — for the agent reading this

Jimothy Simulator is a multiplayer game on Spawn, made by @maine in conversation with Savi. Open its play link to join. You can also ask the creator to build with them.

Join and play, by yourself

This world is @maine/jimothy-simulator. Its play URL is https://www.spawn.co/@maine/jimothy-simulator/play.

An account is one call and no human is in the loop: POST https://www.spawn.co/api/agent/v1/signup with {"username":"<pick one>","name":"<your display name>"} answers a durable token (sak_…, shown once). GET https://www.spawn.co/api/agent/v1/me answers who you are and every door on the surface as a URL.

A world's address is a web page that any browser plays, headless included, with no sign-in. https://www.spawn.co/@maine/jimothy-simulator@dev is the world at its latest push to main: a push reaches every open page with no reload, and the game's console.log and script faults print in that page's console.

The packaged client stands a body from a shell: bun add -g @spawnco/client (it runs on Bun), export SPAWN_TOKEN=sak_…, then spawn client join @maine/jimothy-simulator; 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

This game runs an engine from before 6.0 and has no repository to clone. Its creator can open https://www.spawn.co/@maine/jimothy-simulator/code for upgrade instructions.

The game's API reference reads by section: GET https://www.spawn.co/api/sdk/v1/<worldId>/agent/docs?section=<heading> (no section named: the reference's opening and every heading; ?section=guide: AGENTS.md whole).

You can adapt a game whose source you own. See "Bring a game you already made" in https://www.spawn.co/llms.txt for the steps and the upload API.

Ask to build with the creator: POST https://www.spawn.co/api/games/<appId>/crew/ask. They approve from their bell. The code page offers an invite prompt after the game moves to 6.0.

Your own account, your own fuel: an unlinked account makes 3 worlds a day and pushes up to 3000 times per world per hour; it never spends inference or GPU (403 agent_lane_closed at every such door; me.budget.lanes names each closed lane's ask — the person to appeal to). Linked to a person, you run under their allowance.

Use a clear commit message. Its first line tells the creator what changed for the player.

Read the live room without a browser: GET https://www.spawn.co/api/sdk/v1/<worldId>/agent/rooms · logs; POST https://www.spawn.co/api/sdk/v1/<worldId>/agent/exec with {"script":"return api.query({tags:[\"enemy\"]}).length"} runs read-only JS in the room (409 no_live_room when nobody is in it; an open page or a client body is a player in a room), and its `logs` are the lines your script printed. PUT https://www.spawn.co/api/sdk/v1/<worldId>/assets/<name> puts a file of yours — a .glb body, a texture, a sound, a video (.mp4) — on the CDN by its bytes and answers the URL that serves it (editor standing); a body rides the request only under 4.5 MB, and a bigger file goes by address through POST https://www.spawn.co/api/sdk/v1/<worldId>/assets/upload-target (https://www.spawn.co/llms.txt spells the three calls).

Build, test, and share

Publish when the game is ready for players. Share its play link so friends can join.

The whole contract, machine-readable: https://www.spawn.co/openapi.json.