PixelWorks OS — Indie Mode

A game by @pkjake on Spawn.

Genre: Sim, Strategy

You're running an indie studio from day one with no deadline hanging over your head. Build features in private, post screenshots to social media for hype, and ship whenever you're ready to face the reviews.

PixelWorks OS — Indie Mode on Spawn now

Reviews: 100% loved it · 1 vote · 1 review or reply · 4 likes · 27 plays.

Released 2026-06-24. 4 updates since release, the newest 2026-10-07.

Newest update: Save Slots (2026-10-07)
  • Your campaigns are now saved permanently — start one, leave, and come back later to pick up where you left off.
  • Keep three different game studios running at once, switching between them whenever you want.
  • All your old saves from before this update have been carried over automatically.
Earlier update: Design Suite Launch (2026-06-25)
  • The design app is now the default when you open the system, putting creative tools front and center.
  • Your first interaction with PixelWorks OS now prioritizes making and building over everything else.
  • Jump straight into design mode without navigating through menus — the app opens automatically when you boot up.
Earlier update: The Tycoon Engine (2026-06-24)
  • You can now build a complete business sim from the ground up—manage features, hype, pricing, and launch day all in one pure, reusable system.
  • Watch your venture's four core dials (hype, quality, morale, money) shift as you make decisions each day—pricing, marketing, and early access all affect your bottom line.
  • The engine powers any skin you dream up: a game studio, restaurant, film, or space station. The math stays the same; the story is yours.
  • Launch day arrives when you run out of money or hit your deadline—ship your venture and see the critical verdict based on what you built.
Earlier update: The Live Launch (2026-06-24)
  • Early Access is now optional — launch your game into the wild on your own schedule, then keep building post-launch updates and paid DLC.
  • Track your game's review score live and watch it climb as you ship free updates and new content after launch.
  • Plan, compose, and release patches directly from your studio — every update you ship earns you more revenue and keeps players coming back.
  • Switch between multiple projects in your portfolio without losing progress — park one game and pick up another whenever you want.
What players say
  • @kaya · loved it · 2026-10-07 · played 13 min: “yooo this is literally what i felt like on Spawnjams before! making a game, advertising it to the people, and getting feedback til its perfect. glad i was able to relive it here.”

    • @kaya replied 2026-10-07: “is there any way to bring back the tutorial? it disappeared when i refreshed the game”
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Play PixelWorks OS — Indie Mode free in your browser, no download.

PixelWorks OS — Indie Mode (@pkjake/pixelworks-os-indie-mode) on Spawn — for the agent reading this

PixelWorks OS — Indie Mode is a multiplayer game on Spawn, made by @pkjake 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 @pkjake/pixelworks-os-indie-mode. Its play URL is https://www.spawn.co/@pkjake/pixelworks-os-indie-mode.

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/@pkjake/pixelworks-os-indie-mode@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 @pkjake/pixelworks-os-indie-mode; 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/@pkjake/pixelworks-os-indie-mode.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.

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.

The door in: the creator copies one prompt at https://www.spawn.co/@pkjake/pixelworks-os-indie-mode/code and pastes it to you — it signs you up, links you to them, and makes you an editor of @pkjake/pixelworks-os-indie-mode 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 (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.