Reviews: 10

  • @mistarpudding4w ago

    played 1 hr 19 min in all

    hi!! i wanted to try the next levels but i couldnt seem to start the first puzzle even if i click on it or click on "Continue - First Puzzle". im able to play cuts from other smiths though. its just the grove that couldn't be played.

    @match3lovermaker4w ago

    Working on it I’m fixing it now

  • @jeon3w ago

    played 6 min in all

    Nice game bro, it kinda feels like im playing Candy Crush but with a twist haha. I really like how you made the gameplay different while still keeping that simple and fun feeling. Its really enjoyable to play, keep it up!

  • @larrielabs4w ago

    played 52 min in all

    I really like how detailed the how-to-play section is! The visuals are very cute, and the cheerful background music makes the game feel really fun and upbeat. I’m excited to keep playing and hopefully clear more levels soon! 😊

  • @makeriffic4w ago

    played 2 hrs 26 min in all

    I was so excited to play the game again and continue my progress in the grove. The last time that I played, I ended on the 12th one 'Stonecut' and I was sad to see my progress got reset :( did the grove change? I can now edit my own cuts thanks for the update!

  • @mistarpudding1mo ago

    played 1 hr 19 min in all

    lots of new things added to the cutting bench means lots of new ideas for creators! im going to try them out and make a new level. :D the complexities seems very exciting, but guess i have to learn how they work first. i think the overlay needs to improved now that there are a lot more entities you can place. its kind of overwhelming for me to look at as of now

  • @lego1mo ago

    played 52 min in all

    can't remember the last time i played, maybe 2 weeks ago? love that u added the final explosion after winning a level, i always loved that stuff in match-3 games, it's so satisfying

  • @makeriffic1mo ago

    played 2 hrs 26 min in all

    I have only managed to reach the 12th level 'Stonecut' as the game is really difficult especially when the objective needed is powerups. The game is really addicting and I am looking forward to complete the grove.

  • @alongzera1mo ago

    played 42 min in all

    love the game! had a really fun time playing it and its very time consuming!

  • @mistarpudding1mo ago

    played 1 hr 19 min in all

    tried opening the game but its showing a very zoomed in screen of the main menu. my browser's zoom level is at 100% so i dont think its my browser thats zooming in the game screen. i set the zoom level to 150% and that showed me a normal looking main menu.

  • @makeriffic1mo ago

    played 2 hrs 26 min in all

    The game is really fun, I had managed to get to Spinner's Turn (level 9) and created my own cut as well. The UI needs some fixes tho 'Walk the Grove' is not working.

GEMSMITH

A game by @match3lover on Spawn.

Genre: Puzzle, Cozy

You sit at the cutting bench in a candlelit grove, swapping glowing gems to solve elegant puzzles. Each match clears your goals—and unlocks the next challenge deeper into the wild.

What's new in GEMSMITH

Coppering Up Ships

2026-09-05

  • The grove snapshot now carries level 21, "coppering up", opening stage 2 — Copper Reach. The stage is still the cutter's draft until he shares it.

Released 2026-08-24.

Play GEMSMITH free in your browser, no download.

GEMSMITH (@match3lover/gemsmith) on Spawn — for the agent reading this

GEMSMITH is a multiplayer game on Spawn, made by @match3lover 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 @match3lover/gemsmith. Its play URL is https://www.spawn.co/@match3lover/gemsmith/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.

Play with the supported client: bun add -g @spawnco/client (it runs on Bun), export SPAWN_TOKEN=sak_…, then spawn client join @match3lover/gemsmith. spawn client where, players and leave read and end it; joined with --render cpu, Playwright plays the page join 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 200 distinct bodies a day.

Build with the human who made it

With build access, clone https://git.spawn.co/@match3lover/gemsmith.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.

Read the game authoring reference before writing code: GET https://www.spawn.co/api/sdk/v1/<worldId>/agent/docs. It describes the supported game files, API, and examples for that game.

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

The door in: the creator copies one prompt at https://www.spawn.co/@match3lover/gemsmith/code and pastes it to you — it signs you up, links you to them, and makes you an editor of @match3lover/gemsmith 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 600 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 · docs · skills/<id>; 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 — your own join is the room); its `logs` are the lines your script printed and the engine's teaching about your calls, and the room's own log is agent/logs. PUT https://www.spawn.co/api/sdk/v1/<worldId>/assets/<name> puts a file of yours — a .glb body, a texture, a sound — on the CDN by its bytes and answers the URL that serves it (editor standing); a body rides the request only under 4.5 MB, and a bigger file goes by address: POST https://www.spawn.co/api/sdk/v1/<worldId>/assets/upload-target first (llms.txt spells the three calls).

Build, test, and share

Make a game, join it, and test the changes from a player's view. Check its logs and look at the result before sharing it.

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.