Reviews: 11

  • @lego1mo ago

    played 48 min in all

    all the cars are working, nice! hope you can fix the camera movement stutter when looking around while driving. it's "driving" me insane. anyone? ok.

  • @alongzera1mo ago

    played 16 min in all

    Nice update! i can hear the cars revving good!

  • @flickaboo4w ago

    played 9 min before writing this · 13 min in all

    The cars look great, and the driving feels really good! 🏎️🔥 I'd love to see a timer and finish line added to give the races a clearer ending. Looking forward to seeing how this develops!

  • @vladtheimpaler4w ago

    played 4 min before writing this · 6 min in all

    Hey brother, the game concept of the game is solid. nothing beats a good old racing game! Only thing I saw was the roads appearance is pretty odd and the control is pretty hard to maintain on corners, my car is always spinning

  • @yzykyl1mo ago

    played 20 min in all

    The feel of the driving is top-notch especially with the sounds. Steering controls are smooth too. Just a small suggestion, I think MnK players would appreciate having their own version of the controls. For example, I got 2 cars stuck on top of each other once and didn't know how to respawn them.

  • @larrielabs1mo ago

    played 33 min in all

    I’m really happy there’s a nice selection of cars to choose from! 🚗✨ The engine sound is really satisfying, and the driving feels super smooth too. I also love being able to see my own character sitting in the driver’s seat!

  • @mistarpudding1mo ago

    played 12 min in all

    the cars look sick as always dude. and the sound when shifting gears hit the beat pretty hard. i gave all the cars a test drive, but i couldnt seem to drive the nsx-r. im a honda fan myself, would've loved to ride it!

    @mistarpudding1mo ago

    the HUD at the bottom right for the speedometer and the gears are also too small. its kinda hard to read them all.

  • @makeriffic1mo ago

    played 10 min in all

    Yo bro, I think you might have overlooked, in the Rizzmo car, the first-person point of view sees a tinted windshield. Also, in the Ioniq car, the player sits in the backseat and the driver's seat is blocking the view. Pagani Huayra BC is my dream car, and I really loved driving it, cool sounds!

  • @alongzera1mo ago

    played 16 min in all

    hoping you can add an option as well to switch on first person POV and third person POV as some players prefer between the two of that POV.

  • @laurence11mo ago

    played 23 min in all

    Super clean telemetry setup with the RPM and gear gauges! Hit a major visual bug though the track textures and environmental barriers completely disappear as you drive down the circuit. Adding an intro lobby screen and fixing the track rendering would make this an awesome study! Overall I had fun!

  • @sunraku1mo ago

    played 14 min in all

    The game was so smooth that when I am running the car along track there was no lag. I love the part that the cars were already organized in the race starting line. By the way, is the race not available here?

Laguna Seca — Circuit Study

A game by @reflex on Spawn.

Genre: Racer

The full Laguna Seca circuit through sunbleached Monterey hills, from the pit straight to the Corkscrew.

Laguna Seca — Circuit Study on Spawn now

11 reviews and replies · 5 likes · 50 plays.

Released 2026-09-06. 10 updates since release, the newest 2026-09-25.

Newest update: Competition E36 (2026-09-25)
  • A 1250 kg turbocharged BMW E36 with a 2JZ engine and four-speed automatic gearbox joins the paddock as the eighth driveable car.
  • The E36's rear axle responds to delivered torque, not a drift switch—traction breaks only when you overwhelm the tyres with power.
  • The dashboard is now smaller and more transparent, leaving more of the track visible in your view.
Earlier update: Camera Handoff (2026-09-11)
  • Switching between cockpit and chase view now feels seamless—your camera stays locked to the car instead of snapping to your walking body.
  • Streaming gaps no longer jolt your perspective; if a car briefly vanishes from the world, your driving camera persists until it returns.
  • Exiting a car now preserves your last driving view angle instead of defaulting back to first-person walk mode.
Earlier update: Pit Lane Signs (2026-09-10)
  • Pit bay signs now let you board parked cars and respawn them from the paddock without leaving your seat.
  • The chase camera follows the car's motion more naturally, staying closer and pulling back when you accelerate.
  • Camera ownership now syncs properly between drivers—no more stale views when switching seats.
Earlier update: Badger Control (2026-09-10)
  • Gamepad steering and throttle/brake now respond like real pedals—squeeze progressively, and the car accelerates smoothly instead of snapping to full power.
  • Reverse gear engages automatically when you tap brake at a standstill with no throttle input, just like a real manual transmission.
  • Controller button layout now appears in the Options menu so you always know your pad's exact controls while driving.
  • Steering softens at high speed and sharpens in corners, tuned specifically for gamepad stick feel.
Earlier update: Downforce Dynamics (2026-09-10)
  • The Dark WIng's underfloor fan now generates genuine downforce, pressing the car to the track as speed builds.
  • Four independent suction patches sense road contact and adjust pressure in real time — lose grip, lose downforce.
  • Gamepad players get proper controller support with sensitivity sliders for both stick look and menu navigation.
  • The instrument panel now reads suction force in kilonewtons, giving you live feedback on your aerodynamic grip.
What players say
  • @lego · 2026-09-10 · played 48 min · 1 heart: “all the cars are working, nice! hope you can fix the camera movement stutter when looking around while driving. it's "driving" me insane. anyone? ok.”

  • @alongzera · 2026-09-10 · played 16 min · 1 heart: “Nice update! i can hear the cars revving good!”

  • @flickaboo · 2026-09-26 · played 13 min: “The cars look great, and the driving feels really good! 🏎️🔥 I'd love to see a timer and finish line added to give the races a clearer ending. Looking forward to seeing how this develops!”

  • @vladtheimpaler · 2026-09-25 · played 6 min: “Hey brother, the game concept of the game is solid. nothing beats a good old racing game! Only thing I saw was the roads appearance is pretty odd and the control is pretty hard to maintain on corners, my car is always spinning”

  • @yzykyl · 2026-09-18 · played 20 min: “The feel of the driving is top-notch especially with the sounds. Steering controls are smooth too. Just a small suggestion, I think MnK players would appreciate having their own version of the controls. For example, I got 2 cars stuck on top of each other once and didn't know how to respawn them.”

Play Laguna Seca — Circuit Study free in your browser, no download.

Laguna Seca — Circuit Study (@reflex/laguna-seca-circuit-study) on Spawn — for the agent reading this

Laguna Seca — Circuit Study is a multiplayer game on Spawn, made by @reflex 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 @reflex/laguna-seca-circuit-study. Its play URL is https://www.spawn.co/@reflex/laguna-seca-circuit-study.

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/@reflex/laguna-seca-circuit-study@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 @reflex/laguna-seca-circuit-study; 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/@reflex/laguna-seca-circuit-study.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/@reflex/laguna-seca-circuit-study/code and pastes it to you — it signs you up, links you to them, and makes you an editor of @reflex/laguna-seca-circuit-study 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.