Hearth
A game by @nickd on Spawn.
Genre: Cozy, Farming, Colony Sim
An indirect colony sim. You don't command — you motivate. Post tasks to the board, feed the hearth, and watch your little people decide how and where. They talk. They have needs. They are not yours.
Hearth on Spawn now
0 reviews and replies · 3 likes · 109 plays.
Released 2026-05-08. 9 updates since release, the newest 2026-05-24.
Newest update: Post Jam Hotfix (2026-05-24)
- Hearth — Patch Notes**
- *Toast spam tamed.** Posting the same task in a burst now collapses into one tidy "×N" toast instead of flooding the screen.
- *Stuck task claims released.** Tasks no longer get permanently "owned" by villagers who wandered off to eat, drink, or rest — the crew picks them up cleanly.
- *Villager chatter is more resilient.** Backed off the campfire conversation system when the language model gets slow, so the village stops getting tangled up in stale jobs.
- *Save guard quietly fixed.** Resolved a save-snapshot edge case that could refuse legitimate progress after the village shrank.
Earlier update: Leftover Cleanup Fixes (2026-05-22)
- Leftover Cleanup Fixes
Earlier update: The Shelter Reckoning (minor fixes) (2026-05-22)
- 🪵 HEARTH
- You don't command anyone. You light a fire and post wishes — someone gather wood, someone build a shelter, someone tend the well — and the villagers decide who, when, and how.
- They have moods. They get hungry, thirsty, tired. They form opinions about each other and about you. They chat at the fire. They write diaries in their own voice. Sometimes they pull through, sometimes they don't.
- You're not the boss. You're the reason they stay.
- Light a fire, post a wish, see what they do with it.
Earlier update: Hearth's Harmony - Starting Resources Increased (2026-05-22)
- Your villagers now work together more smoothly — tasks flow through the settlement without getting stuck or lost.
- The hearth remembers more about your community's history, preserving memories of who came, who left, and what was built.
- Your settlement feels more alive as villagers respond to the world around them with better awareness and coordination.
- The foundation of your hearth is more stable, with improved systems that keep your village running reliably through each season.
Earlier update: Hearth & Home - The BIG Update (2026-05-22)
- 🧠 The villagers are alive: They hold dynamic group chats at the fire, react to your policies, and write actual personal diaries about living in your village.
- 🌾 The world pushes back: Real farming loops, working wells (they will get thirsty), and buildings that physically grow and tilt to the hillside.
- 🎵 Total overhaul: It now features a full 6-track original soundtrack, persistent saves so your village survives refreshes, and a completely rebuilt UI.
- The hearth now burns brighter with a richer flame—the heart of your village glows with new light and warmth.
- Two new pantries stand ready to store bread, apples, and firewood—your larder finally has room to breathe.
- Six new songs cycle through the village, each with its own mood and rhythm—the fire hums a different tune each day.
- The villagers have grown deeper personalities and voices—Rhea tends the flames, Pell forages with curiosity, Ismet measures twice before striking.
- Your village now remembers itself—the hearth's story persists across visits, buildings stay where you place them, and the crew's diary endures.
Play Hearth free in your browser, no download.
Hearth (@nickd/hearth) on Spawn — for the agent reading this
Hearth is a multiplayer game on Spawn, made by @nickd 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 @nickd/hearth. Its play URL is https://www.spawn.co/@nickd/hearth/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/@nickd/hearth@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 @nickd/hearth; 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/@nickd/hearth/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.
