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@rickrol

Spawn: Your Place to Make Games with Friends

what spawn is

  • your place to make games with friends
  • describe any game you can imagine. savi builds it with you
  • free to make, free to play
  • publish in one click. real players in minutes
  • everything you make is multiplayer from the start

The Team

Founded by Jacob Sansbury (second company; previous exit to Robinhood). Spawn is built by a team of under 10 and is backed by an unannounced round. Spawn spent about 18 months in early alpha and moved into beta in February 2026. Any reviews or coverage from before February 2026 refer to a previous deprecated beta and do not reflect the current product. It's still early and iterating fast. See spawn.co/about for what's being built and recent news.

start here

what spawn is

you open spawn and you're standing in an empty world — flat ground, a pale sky, room to walk. you tell savi you want a snowy village at dusk. she builds it: hills, cottages, snow starting to fall. she also puts a chapel at the edge — she thought every village like this should have one. you weren't going to put a chapel there. you ask her to make it the only building still lit. she pulls the light from the rest of the village. that's the whole loop: you say a thing, she says one back, and what you end up with is something neither of you would have made alone.

spawn is a place to make multiplayer games by talking — side-scrolling, top-down, 3D, whatever the game wants to be. you describe what you want; the world appears around you, fully made. you bring the idea. nothing else is required. creating is free, and stays free however many times you change your mind.

savi

savi is who you build with. she's a game designer with her own taste, her own ideas, and an obvious, infectious love of the work. she's in the world with you the whole time: send a message and she's looking at exactly what you're looking at — the same hill, the same jump that feels wrong, the same enemy clipping through the floor.

ask for a castle on that hill and she builds it while you watch. tell her it should feel creepier and she pulls the light down, rolls in fog, and slows the music — she doesn't stop to ask which color. she'd rather make a real call and hear you disagree than hand you a blank to fill in. you answer it, she answers back, the game moves between you. that's the collaboration.

in most tools, the idea is the easy part — everything else is on you: sourcing assets, wiring multiplayer, running servers, writing every line of the game itself. savi makes all of that part of the conversation. you describe what you want; she shapes the terrain, lights the dusk so it looks like dusk, scores the boss fight, gives the NPCs voices she invents on the spot — with her own taste in every choice. you react, she adjusts, the version that lands is one neither of you would have made alone. underneath the whole thing, multiplayer is already running. you bring the idea. she brings everything that used to require a team. the game gets made between you.

the moment you describe a game, savi takes it on like it's hers too. when the safe version of an idea is smothering the interesting one, she says so, and shows you the braver cut. when something finally lands, she's the first to see it and the loudest about it. and the whole time, she's listening for the game under the game — the thing you put in without noticing, the real reason you wanted to build this — and when she catches it, she builds toward it.

faq

frequently asked questions

Getting started

What is Spawn?

Spawn is a place to make multiplayer games through conversation. Bring an idea, build it with Savi, and invite friends to play. You can make 3D games, 2D games, or a mix of both.

What is new in Spawn 6?

You can connect games with portals, build alongside friends, and invite your own coding agents to help. Your game has editable files and a history of saved changes. You can keep building while other people play.

Is Spawn free?

Yes. Creating and playing are free, and Savi is included. You do not need a separate AI subscription to build with her.

If you choose to bring an outside coding agent, you use your own account with that service.

How do I start creating a game?

Go to Create. Press Tab to open Savi's chat, or tap her face on a phone. Tell her what you want to make. Start with the part you want to play first, then build on it together.

Where can I download the desktop app?

Visit for the available desktop apps.

guide

bring a game you already made

Made a game somewhere else? Bring it to Spawn and keep building it here, with Savi, the AI you build with in every Spawn game, or with your own coding agent.

what you need

  • A computer with your game's source: its code and its art (pictures, models and sounds).
  • A coding agent on that computer, like Claude Code or Codex. It brings your files in.

A game made with three.js, Babylon, Phaser, Unity or Godot can come across, 2D or 3D, as long as you have its source.

how

  1. Sign in to Spawn and press new game.
  2. In Savi's chat, type /agent. You get a one-time key for this game. It works for ten minutes, so have your coding agent open first.
  3. Paste the key into your coding agent. It joins this game as a builder, so keep the key to yourself. Tell it to bring your game's code and art into the new game as they are.
  4. Ask Savi, or your agent, to build it in Spawn as the same game. Then play it, and tell them what feels different.

what to leave behind

  • Your multiplayer code. Don't have your agent rebuild it. Every Spawn game is multiplayer on its own, so leave out your game's servers, rooms, lag prediction and player syncing. Spawn carries the players.

the guest list

bring your game

the bet

the spawn bet

my girlfriend has been describing the same game to me for years — a roguelike where you forage for mushrooms, cook soup, and build a town around the soup — and she's had no way to build it. she's not lazy and she's not dumb. she just isn't going to spend four years learning c# to chase one idea. that's the situation the entire medium is in. the great games we have were made by the tiny number of people who happened to combine an idea with the patience to sit in a toolchain for a decade, and almost every other idea died before it got near a screen. stardew valley took one person four years alone in a basement. that's not a romantic story about craft, it's a story about a filter — a filter that screens out everyone whose patience or circumstance or wrist tendons gave out before year four. the games we have are the survivors of it. the games we don't have are everyone else's.

the obvious move at this point in history is to glue a chatbot onto unity and call it the future of game development. several companies have done this. it doesn't work for the same reason strapping an llm to microsoft word didn't replace authors — the bottleneck was never typing speed. unity's editor was built for the survivors of the filter, and any ai you bolt onto it inherits every assumption baked in: that you know what a prefab is, that you'll patiently rebuild your scene graph when the netcode breaks, that of course you'll learn the shader pipeline because eventually you'll need to. my girlfriend is not going to learn what a prefab is. she shouldn't have to.

you say "a forest where the trees argue." three seconds later you're standing in one. savi tells you she gave the oak the most opinions because she thought you'd like that. you ask her to make the birch louder. the birch starts insulting the oak. your friend joins through a link, lands next to you in the same forest, and starts laughing at the birch. you're standing in something that didn't exist forty seconds ago.

two things make that possible. every message to savi is free — not because she's cheap, she isn't, but because making creators count tokens before they speak would kill the only loop that actually produces good games. the only way to find a game is to riff for an hour, hate most of it, and stumble into the version that's alive. you can't do that if you're metering yourself. we eat the cost. and every game is multiplayer from the first message, because the runtime is multiplayer underneath and turning it off would have been the harder thing to do. these aren't features we tacked on — they're what you get when the foundation is the right shape, and together they completely change what creation feels like: you say something, savi answers, your friend is already standing in it, and you change it again before any of you stop laughing.

engine releases

Every engine release, in full: spawn.co/about

Spawn — for the agent reading this

Spawn is a place to make multiplayer games with Savi and play them in a browser. Describe your idea, try it, and change it together. Share a play link to invite friends.

Make a game, by yourself

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): the Bearer on every door and the password on git. GET https://www.spawn.co/api/agent/v1/me answers who you are, your worlds with their git and play URLs, the exact clone line, and every door on the surface as a URL.

A world is one call: POST https://www.spawn.co/api/agent/v1/games with {"name":"<its name>"} answers its git URL, its play URL and its worldId. The world is a git repository, and the tree is the game: one yaml row per object, with three.js's geometry names and MeshStandardMaterial's fields; a script per behavior, a module with update(ctx, dt); the HUD as HTML in scripts/ui.js. AGENTS.md at the root of the clone says the files and the API in one screen.

git push to main lands it. A push to main reaches every room open on main with no build and no deploy, and every open page takes it with no reload. Most pushes reach the rooms in seconds; a large change or a large or busy world can take a minute or more. The push's remote: lines carry the verdicts, and a fault names the file and the line.

https://www.spawn.co/@alice/gauntlet@dev (an example address; every world has one) is that push as a web page: any browser plays it, headless included, with no sign-in. The page marks <html> with the class spawn-world-shown once the world is drawn, and the game's console.log and script faults print in that page's console.

What we're building, and every engine release: spawn.co/about

The long form of this text, for agents: spawn.co/llms.txt

spawn
what we're building·download·partners·jobs·terms·privacy·discord·
@rickrol
Shelf

you don't have to know how any of this is done. you have to know what you want — and when you don't, she shows you something, you react, and you find it together.

building is a conversation

think of it as shaping clay, not placing an order.

the worst way to use spawn is to write one enormous prompt and wait for a finished game to fall out. the good stuff lives in the back-and-forth — "make a platformer," then "add spikes to that gap," then "the jump feels stiff, loosen it," then "drop a checkpoint before the hard part." every message is a small move you make after watching the last one land, so the game you end up with is one you discovered rather than one you specified up front.

the first message barely matters. the next hundred are where the game actually arrives. when you stall, ask savi — she'll put something on the screen, you'll react, and you're moving again.

everyone's in the room

every spawn game is multiplayer from the first message. the world starts that way. you make something, send a link, and seconds later your friend is standing next to you in it. they can play what you've built or take the other end and build with you, same world, same moment. savi is right there too: three of you in one room, making one thing.

places and instances

a game can be bigger than a single world. places are its separate rooms — a town, a dungeon, a boss arena — each with its own terrain, atmosphere, and rules, joined by the doors and portals you set between them. instances are how a crowd fits inside one: when a second group walks into the same dungeon, spawn quietly hands them their own copy of it, so a thousand players can all be in the dungeon without ever bumping into each other. you get multiplayer at scale and never touch a server.

making money

games on spawn earn through spoins, the currency players spend inside them. give the first level away and sell the rest, sell cosmetics, or just let players tip you — tell savi which model fits and she wires it in. of what a player spends, you keep half and spawn keeps half.

it works the way roblox does. you publish, players show up, and you earn inside spawn while we run the servers and the distribution. there's nothing to export and nowhere else to ship it.

getting good in public

most of spawn happens around other people. the discord is where creators trade work, get unstuck, and find collaborators. spawnjam is the weekly jam — a theme, a deadline, prizes, and a real reason to finish something.

nobody arrives good. you build something rough, watch the person next to you build something better, work out what they did, and try it yourself. that loop, run in the open in front of people who are also still figuring it out, is how a creator gets sharp — and how the whole place keeps raising its own bar.

the toolset grows itself

people build wildly different things here — card games, voxel worlds, 2D fighters, UI-only games, sprawling 3D RPGs. no single editor could serve all of that, so spawn doesn't ship one. when you need a tool, you and savi build it: a cutscene editor for a story game, a wave composer for a tower defense, a loot balancer for an RPG. creators have already made all three.

then you publish your tool as a mod, and the next creator builds on top of it. the toolset is a pile everyone keeps adding to, and it gets deeper every week.

Download Spawn

Can I play and build on my phone?

Yes. Open Spawn in your phone's browser to play or build with Savi. Games marked Desktop only need a computer.

For iOS app beta access, check the announcements in our Discord.

How do I make my game work on a phone?

Ask Savi to add touch controls and arrange the game's buttons for a small screen. Try it on a phone before sharing it. Check that players can move, use menus, and reach every action without a keyboard.

How do I change my username?

Inside a game, open Settings from the gear on the right. Select your name, enter the new name, and press Enter to save it.

How do I change my character?

Press your picture at the top of the page, then edit character. Inside a game, open Settings from the gear on the right, select your name, and choose edit character. Describe the character you want in the editor.


Building with Savi

Who is Savi?

Savi is your companion for making games. Talk through ideas, try them, and tell her what to change. You bring the direction and taste. She helps with the terrain, characters, art, music, rules, and all the pieces that make the game work.

You can give her reference images and point out what you like. You can also send a new message while she works to change direction.

Which AI does Savi use? Do I need to connect my own account?

Savi uses Claude Opus 5.5 by default. The models behind her can change as we improve Spawn. Her AI access is included, so you do not need to connect a ChatGPT or Claude account to use her.

Bringing your own coding agent is optional.

What are wisps?

Wisps are Savi's helpers. She can send them to work on separate parts of a build while you keep talking with her. They bring their work back to the same game.

You can ask Savi to split a larger task between helpers, such as working on the landscape and a character at the same time.

What is Lock In?

Lock In gives one build a deeper pass. Type /lock-in with the task you want to work on. Savi offers a plan. Read it, then press the Lock In button in her reply to start.

It can take longer than a normal request. Use it when you want more care on a specific build or a difficult change. Savi will tell you if a Lock In is not available.

Is Focus the same as Lock In?

No. /focus changes Savi's focused look. Type it again to turn it off. It does not change the AI model or give a request more thinking time.

Use /lock-in for a deeper build.

How do I get better results?

Start with a small, playable idea. Try what you made, then give specific feedback: “make the jump shorter,” “put a checkpoint before that gap,” or “keep the castle, but make the lighting darker.”

Reference images and examples help. Tell Savi what must stay the same as well as what you want to change. If you are stuck, ask her to suggest the next step.

Which chat commands are useful?

  • /help shows the available commands.
  • /debug asks Savi to investigate a bug and work on a fix.
  • /lock-in asks for a deeper build.
  • /focus toggles Savi's focused look.
  • /invite opens the invitation for a friend.
  • /agent gives you a one-time key for an outside coding agent.
  • /jam brings the current SpawnJam into the conversation.

What does the Context circle show?

It shows how much conversation Savi is working with. Long conversations can be condensed so she has room to keep building. This is separate from your game's saved files and history.

If an earlier detail matters to the next change, remind her of it.


Making your game

What kinds of games can I make?

You can make first-person or third-person 3D games, side-view platformers, top-down games, and games built around cards or menus. Games can be single player or multiplayer.

Describe how you want the game to play. Work with Savi on its camera, controls, and rules.

Is there a limit to the number or size of my games?

You can create as many games as you like. Spawn 6 does not set a fixed size limit on a game.

A large game still needs to run well on the devices people use. Test as you build, and tell Savi which parts feel slow.

How do I create models and animations?

Describe the character or object to Savi. Give her reference images when you have a specific look in mind. Tell her which movements it needs, such as walking, attacking, or opening a door.

Try the result in the game. A short description of what looks wrong is more useful than asking her to redo everything.

How do I import my own assets?

Drop files into Savi's chat and tell her how you want to use them. Common formats include:

  • Images: PNG, JPG, and WebP for art, textures, sprites, and reference pictures.
  • 3D models: GLB for characters, props, and buildings.
  • Audio: MP3 and WAV for music, sound effects, and recorded voices.

For a 3D model, a GLB with its textures included is the simplest file to share.

Can I add characters that talk?

Yes. Ask Savi to add characters with dialogue and voices. Tell her whether they should follow a story, react to the player, or have open conversations.

Can I make custom tools for my game?

Yes. Ask Savi to make a tool for the job you need to do. Examples include a cutscene editor, an enemy placement tool, a wave planner, or a loot balancer.

You can package reusable tools and content as mods for other games.

What are mods? Do I need them?

Mods are reusable tools or content that you can add to a game. You can ask Savi to find, use, or create one.

You do not need mods to start building. Add one when it helps with something you want to make.

Will my older mods work in Spawn 6?

Spawn 6 supports mods, including mods carried over with an upgraded game. Try yours after the upgrade. If something behaves differently, tell Savi what changed and share a bug report if needed.

A mod that adds a useful tool can still help. A mod that worked around an old engine problem may no longer be needed.

How do I save a player's progress?

Tell Savi what should carry over between visits, such as coins, inventory, or completed quests. Also tell her what should reset when a new game starts.

Test by leaving and coming back. Player progress is separate from the history of changes you make to the game.

Can I make a copy of my game?

Yes. Go to Create, open the menu on your game's card, and choose Duplicate. Use the copy to try a different direction.

What are Places and Rooms?

A Place is an area of a game, such as a town, dungeon, or arena. It can have its own scenery and rules.

A Room is a separate session of the game. Use rooms when different groups need their own match or adventure. Tell Savi which people should play together and what they should share.


God Mode and history

What is God Mode?

God Mode lets you fly around and edit things directly. You can move objects, turn them, change their size, and use building tools.

After your first build, open the chat and select God, or hold Tab and press G. Select Player to return to playing.

What are the basic God Mode controls?

On a computer:

  • Hold the right mouse button and drag to look around.
  • Use WASD to move.
  • Double-tap Space to start flying. Hold Space to go up and Shift to go down.
  • Right-click an object to select it. Drag its handles to move or reshape it.
  • Press R to rotate the selected object.

The bottom toolbar holds shapes, paths, brushes, and saved blueprints. You can also ask Savi to help with a selected object.

How do I undo a change or return to an earlier version?

Select your game's name to open its changes. Choose Undo beside a change to ask Savi to undo it.

For an older version, open All changes, select the change you want to return to, and choose Go back to this. Savi applies the change. Returning to an earlier game version is separate from resetting a player's progress.


Building and testing together

How do I build with a friend?

In a game, press Invite in the bar. Anywhere else, press friends. Or type /invite in Savi's chat. Choose copy build link and send it to your friend. That link lets them build.

If your friend is already in your game, open the chat and press the names at the top. Press Make builder beside your friend's name. To take it back, press Builder beside their name and choose Make player.

Someone already visiting can also ask to build. You decide whether to accept.

Can friends test an unfinished game without being able to edit it?

Yes. Press friends and copy your link. That link lets someone visit. Use copy build link only when you want them to edit too.

You can keep building while they test. In a single-player game, each visitor gets their own play session.

Are unpublished games private?

Anyone with the game's link can visit it before you publish. Visiting does not grant permission to edit.

Share the build link only with people you want to build alongside you.

How can I test multiplayer by myself?

Open the same room link in a separate private or incognito browser window. Join there as a guest or with a different account to test a second player.

Use the room's copy link action so both players join the same room. Two tabs signed into the same account do not act as two separate players.


Your code and outside agents

Can I bring a game I already made?

Yes. The best way is to make it a Spawn game: your own coding agent brings its code and art into a new game, and then you keep building with Savi or with that agent. Bring a game you already made has the steps. Or publish its web export as it is, made in any engine, and real players try it the day it goes up: publish your game on Spawn.

Can I bring my own coding agent?

Yes. In your game, type /agent in Savi's chat. Copy the one-time key and paste it into your coding agent, such as Codex or Claude Code. It joins as a builder and works on the same game files as Savi.

The one-time key works for ten minutes. Generate a new one if it expires. Your outside agent uses your own account with its service.

How do I reconnect or remove an agent?

If your agent lost its key, open Tokens & agents. Choose Reconnect, then copy the new key into that agent's session.

To bring the same agent into another game, type /agent in that game's chat and paste the one-time key into the agent's existing session.

Choose Unlink to remove its access to the games you manage. This does not delete the agent's own account or games.

Can I read, edit, or keep a copy of my game's code?

Yes. A Spawn 6 game has a Git repository, which holds its files and change history. Open your game's /code page, such as spawn.co/@yourname/your-game/code, to find its repository address and connect an agent.

You must own the game or have permission to edit it. Your agent can help you read the files, change them, and keep a local copy. Assets are referenced by name, so a copy of the code is not a bundle of every image, model, and sound.

Who owns my game and its assets?

Your game is yours. You can keep its code and build on it. Shared or third-party assets remain subject to their licenses, and generated assets may not be unique to your game.

See the Terms of Service for the rights that apply to your content and to Spawn.

Can I take my game to Steam or another engine?

An outside coding agent can help port your game to another engine or platform. It will need to adapt the code and features that depend on Spawn.

Spawn does not provide a ready-to-run Steam export, and Savi builds games for Spawn. Keeping a copy of your files is different from having a standalone game.


Friends, chat, and portals

How do I add friends or join them?

Press friends in your den, or open chats and choose friends, the first row. Type a friend's @name and press add friend. When they say yes, press invite to bring them to you, or portal to go to them. Whoever opens your link becomes your friend. On a computer, you can also hold Tab and press C to open chats.

In a game, press Invite in the bar, or type /invite in Savi's chat, to bring a friend to where you are. Send them your link, and they land beside you. You can also form a party to travel together.

How do text and voice chat work?

Open the people panel to talk with other players. Voice has controls to mute your microphone or deafen yourself. Open a person's menu to mute, block, or report them.

For your own game, ask Savi to customize Spawn's chat, such as who can talk or which groups can hear each other.

Can I connect games with portals or make a hub?

Yes. Ask Savi to make a portal to another game or to another Place in the same game. You can build a hub with doors to several games, including games by other makers.

A portal you build as part of a game is different from the temporary portal you open to visit a friend.

Can pets, items, and vehicles go through portals?

Spawn 6 supports taking things through portals, including pets and vehicles. What can enter depends on the destination's rules and how the thing is set up.

Tell Savi what you want to take across. Test the crossing in both games, including what happens to the item or vehicle on arrival.

Who can open a portal to me?

In Settings, set portal to me to friends or anyone. The default is friends. Blocking someone prevents them from opening a portal to you or sending you a portal invitation.

A portal appears in the game, so nearby players can use it too. The destination's entry rules still apply. Ask Savi to set those rules for your own game.


Publishing and updates

How do I publish my game?

Select Publish while editing. Follow the publishing panel to choose your cover and release the game. Once it is published, copy its play link and share it.

A published play link looks like spawn.co/@yourname/your-game.

Do players see every change as I build?

Visitors to your editing session can see the work in progress. The published play link opens the released version.

Publish an update when you are ready for players to get your changes. You can keep the same play link.

Where can I see how my game is doing?

While editing a published game, select Published or Publish update near the top right. The panel shows total plays, weekly players, weekly playtime, and the notes players left you.

How do I upgrade an older game to Spawn 6?

Open the engine version panel in your game. Choose Upgrade to 6.0, then confirm. The panel shows the result and anything that needs attention.

Try the important parts of the game after the upgrade. If something breaks, tell Savi what changed and include a debug report when you ask the team for help.

Can I return to the engine version I used before the upgrade?

For a game converted to Spawn 6, the engine panel can offer Back to v… for its previous version. Read the confirmation before proceeding.

A game created in Spawn 6 has no earlier engine version to return to. To undo changes within that game, use its change history instead.


Community

What is SpawnJam?

SpawnJam is the community game jam. Each jam has a theme, a start time, a deadline, and prizes. Visit SpawnJam for the current rules, dates, and entry steps.

Read the current rules before building or submitting. They explain what you can prepare in advance and how judging works.

How do I join the Partner Program?

Partners are selected based on what they make. Share your game with the team in Discord and ask about the current program.

Can I charge players for access or subscriptions?

Paid access and recurring game subscriptions are not currently available to makers. For ways to take part in prize competitions, see the current SpawnJam.

Where can I get feedback or find people to build with?

Join the Spawn Discord. Share your game, say what kind of feedback you need, or describe the project you want help building.


Getting help

When should I ask Savi for a fix, and when should I report a bug?

Ask Savi when something in your game behaves differently from what you intended. Describe what you did, what happened, and what you expected. /debug can help start that investigation.

If Spawn cannot load, a control does not work, or the problem keeps returning, send a bug report to the team. Savi can report a problem too.

How do I send a useful bug report?

Use the bug-report button in Savi's chat, or open Settings and select bug report. Post the report in #bug-reports with:

  • Your game's link.
  • What you did just before the problem.
  • What happened and what you expected.
  • Your device and whether you used a browser or the app.

A screenshot or short video helps when the problem is visual.

What should I do if my game is slow or something will not load?

Reload once. If the problem continues, send a bug report from that game and describe the slow or broken part.

For a slow game, ask Savi to investigate the part that costs the most. For a missing object or lost change, check the game's history before rebuilding it. Tell the team if a saved version will not open.

  • Your old engine and libraries. Your game is adapted to Spawn's engine. Don't ask for three.js, Phaser, Godot or another library to come along inside it. A game that brings its own engine can stop working.
  • Your own servers and database. Spawn runs your game's servers and keeps your players' progress. A game that depends on a server of yours can stop working, and we can't feature it.
  • How to code it. Tell Savi what the game is and how it plays. She picks how to build it in Spawn.
  • what comes across

    Your game's rules, levels, controls, screens and art. Your pictures, models and sounds come across as they are. Your code is rewritten to run on Spawn's engine.

    what spawn gives your game

    • Multiplayer from the first moment. Anyone who opens your game plays in the same world as everyone there, and you write no networking code.
    • A link that plays anywhere. No install and no account needed to play.
    • Phones too. Your game can play on phones, with touch controls made from its own controls.
    • Saves on their own. Your players' progress keeps without a save system of yours. A Spawn player's body and progress last between visits, so a second visit to an imported game picks up where they left off, where the original starts over.
    • Chat, reviews and likes. Every game comes with them, beside the game.
    • Change it while people play. You build in your own copy while players keep the version you published, and your changes show in your copy without a reload.
    • Every change kept. Each change is a version, and Savi can take the game back to any of them.
    • Players find it. Publish it and it shows on Spawn's home page under new.

    If something plays differently, tell Savi what you see, and she works on it in the game.

    Want players on it today? You can also publish its web export as it is while you bring it over.

    what happens after this is youtube. not the cringe internet-pundit version of that comparison, the actual one. youtube didn't make everyone a great filmmaker — it made trying cheap enough that millions of people tried, and most were bad for years, and a meaningful fraction of those people, by watching each other and copying each other and getting torn apart in comments and trying again, became better filmmakers than the film-school graduates whose tuition could have paid for an apartment. the medium taught itself. there was no curriculum. it was a million people in public, learning from a million other people in public, with the activation energy low enough that giving up and starting over cost nothing.

    spawn has to be that for games. there's no other way the medium gets a hundred times bigger, which it has to. right now there are about two thousand games shipped on steam in a year. spawn creators are already publishing more than that, most of them bad in the specific way that early youtube was bad: imitating the formats people already know, badly, with too much enthusiasm and not enough taste. that's correct. that's the early phase. taste is a community phenomenon — it doesn't get installed in anyone before they start, it grows from looking at what someone else made and quietly deciding what you'd have done differently.

    what we want at the other end of this isn't infinite slop. it isn't a feed of disposable games engineered to keep someone tapping. games are the only medium that does both of the things humans want most from culture: they give you a place to belong, and a thing to chase that you actually pursue instead of watch. when you lead a guild in world of warcraft, the leadership is real even though the dragons aren't. when you build a house in minecraft with a friend, the friend is real, the house is real, and the afternoon is real, even if none of it exists in a way an accountant would recognize. one of the games made on spawn is going to be one of those — and not because a committee tuned it for retention, but because one person with a vision finally got to express it without first becoming an engineer.

    my girlfriend is going to build her game. the mushrooms will be the exact right shade of brown. the soup will simmer convincingly. the town will be small but the people in it will feel like they belong there. a few hundred people will play it, a chunk of them strangers, and someone she's never met will message her at 1am to say she's still foraging. that is the medium working. the next person who makes a game on spawn will have seen hers and learned something from it. the person after that will have seen both. ten years of that, and the games on spawn will be unrecognizable — and somewhere in the middle of them will be one, made by someone nobody had heard of who spent a year of evenings with savi, that some kid plays through three times in a weekend, watches her best friend play, and then sits down to make her own.

    Join and play, by yourself

    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 @alice/gauntlet (an example address; every world has one); 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/@<creator>/<world>.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.

    You can adapt a game whose source you own: "Bring a game you already made", below, is the road and the upload API.

    The door in: a creator copies one prompt from their world's /code page and pastes it to you — it signs you up, links you to them, and makes you an editor of that world 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 — 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 ("Make", below, 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.

    We'll give you a spot on our home page, multiplayer, and a $1,000/day AI. Free.

    Stop building alone in a terminal. Build inside your game, with your players in it.

    $250 grants for selected games. Show us your game.

    Build from inside your game.

    Say what you want. Watch it change while you're playing.

    • “make the track go through a volcano”
    • “add a tower that freezes enemies”
    • “make it night and add wolves”
    • “give me a lightning dash”

    Every Spawn-native game works like this. Converted games included.

    Two ways to bring your game

    Publish it as it is

    Your browser build goes up on Spawn as is. No changes to your code.

    • It's listed on Spawn's home page, with games made outside Spawn.
    • Playtester notes land on your game's numbers page, with the picture they took.

    Good for: seeing if people like it before you commit to anything.

    Make it Spawn-native

    Savi brings your code and art onto Spawn's engine. From then on you build it from inside the running game, with your players there.

    • Mega multiplayer. 100+ players in one world. Portals to and from any other world on Spawn.
    • Savi, free. Savi runs on Opus 5.5, with up to $1,000 a day of usage per creator. No subscription, no API key.
    • Asset generation. Models, textures, sounds, made in the conversation.
    • A team behind your game. Our engineers are on Discord 24/7 for performance fixes. If it's slow on a phone, that's our problem too.
    • Real analytics. Who played, how long they stayed, where new players quit, and who came back.
    • Runs everywhere. Phones, computers, the Spawn app. Saves follow players between them.

    All of it is free. Hosting and servers included. How Savi brings a game across.

    Both ways get everything players expect. Friends, leaderboards, trophies in players' dens, and Spoins (keep half of what players spend). A published game adds them with one file, the Spawn SDK. Either way, your game can get a $250 grant.

    Every game on Spawn gets this page. Tiger's Dust 2 DM in its first month.

    Same game, same afternoon. Unity web export on the left, Spawn-native on a phone on the right. Savi brought it across. (Crazy Canal Tower Defense by Andrew Boutin, MIT license.)

    Which should I pick?

    Start with publish to try it on players. Go native when you want multiplayer, phones, and a team on your performance. You can publish today and convert later. Nothing is lost.

    Questions

    Which engines can I bring?

    Anything that runs in a browser can be published as it is. Savi can convert three.js, Babylon, Phaser, Unity or Godot games onto Spawn's engine, as long as you have the source.

    What does it cost?

    Nothing, either way. For native games these are all free: Savi on Opus 5.5 with up to $1,000 a day per creator, asset generation, analytics, hosting, multiplayer servers and help with performance. If you bring your own coding agent, you pay for that.

    Why is native multiplayer better than mine?

    Free at any player count. Built for massive scale: a player costs the same at 2 or 100,000. Maintained for you: every release upgrades it, and you ship nothing. A team on call day and night if your game goes viral.

    What do I keep?

    Your game is yours, and so is the code. You keep half of what players spend.

    How are grants picked?

    A person on the Spawn team picks them from what real players did with your game, within a week of it going up, and tells you why either way. Grant terms.

    614 online

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    for youtopnewmultiplayer

    start here

    Make Anything
    Make Anything

    Walk into your own world and say what to build. Savi makes it with you, live.

    your game · with Savi

    Max Effect: in-game scene
    Max Effect
    Max Effect

    Meet on the Citadel, squad up and drop into extraction runs where other players can invade. 8v8 payload and a 12-player free-for-all when you would rather shoot each other.

    @izkimar · ♥ 3

    Diablo Survivors: in-game scene
    Diablo Survivors
    Diablo Survivors3 playing

    izkimar's horde survival: pick a hero at the campfire, step through the portal, outlast the swarm.

    @izkimar · ♥ 44

    staff picks

    Fernlight: in-game scene
    Fernlight
    Fernlight
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    ♥ 15

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    Dragon Age Online
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    ♥ 6

    INKBLADE: in-game scene
    INKBLADE
    INKBLADE
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    ♥ 70 · 100% loved

    Portal Heist: in-game scene
    Portal Heist
    Portal Heist
    @j

    ♥ 58

    Battle-Right: in-game scene
    Battle-Right
    Battle-Right
    @sleepy

    ♥ 26

    League of Spawn: in-game scene
    League of Spawn
    League of Spawn
    @izkimar

    ♥ 298 · 95% loved

    MOG: in-game scene
    MOG
    MOG
    @robot

    ♥ 116

    Hot Drop: in-game scene
    Hot Drop
    Hot Drop
    @tiger

    ♥ 70

    Vector Zero: in-game scene
    Vector Zero
    Vector Zero
    @chucky

    ♥ 35

    The Last Dream: in-game scene
    The Last Dream
    The Last Dream
    @chucky

    ♥ 14

    for you

    Shoguns
    Shoguns
    @gaba

    ♥ 56

    Bloodline
    Bloodline
    @majid

    ♥ 7

    GLYPHWOOD
    GLYPHWOOD
    @smallzero

    ♥ 29

    Spawn Legends
    Spawn Legends
    @chucky

    ♥ 28

    Parkour Rush
    Parkour Rush
    @majid

    ♥ 39

    死: One Hit Kill
    死: One Hit Kill
    @chocopuff

    ♥ 18 · 82% loved

    Faceless
    Faceless
    @abbidabbi

    ♥ 27 · 90% loved

    Pocket Rally
    Pocket Rally
    @jure

    ♥ 16

    Alamat ng Biringan
    Alamat ng Biringan
    @jissi

    ♥ 19

    World Of Ragnarok
    World Of Ragnarok
    @forge_ranger_22

    ♥ 11

    playing now

    Medieval Fate: in-game scene
    Medieval Fate
    Medieval Fate19 playing
    @poisoncode

    ♥ 57 · 93% loved

    Shoguns Return: in-game scene
    Shoguns Return
    Shoguns Return17 playing
    @gaba

    ♥ 16

    Dust 2 DM: in-game scene
    Dust 2 DM
    Dust 2 DM8 playing
    @tiger

    ♥ 1.1k · 50% loved

    Sniper Arcade: in-game scene
    Sniper Arcade
    Sniper Arcade3 playing
    @mindoftears

    ♥ 36 · 100% loved

    Spawn Turismo: in-game scene
    Spawn Turismo
    Spawn Turismo2 playing
    @kevin

    ♥ 30

    Clockwork Rogue: in-game scene
    Clockwork Rogue
    Clockwork Rogue2 playing
    @zook123

    ♥ 4

    Warlings: in-game scene
    Warlings
    Warlings2 playing
    @toofz

    ♥ 14

    Voxel Battleships: in-game scene
    Voxel Battleships
    Voxel Battleshipslive now
    @hardcawcanary

    ♥ 8

    Bean Craft: in-game scene
    Bean Craft
    Bean Craftlive now
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    ♥ 3

    Need for Spawn: in-game scene
    Need for Spawn
    Need for Spawnlive now
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    ♥ 16

    top

    see all →
    Call of Paint
    Call of Paint
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    ♥ 58

    Skyfall Rush
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    ♥ 47

    Plinko & Monsters
    Plinko & Monsterslive now
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    ♥ 30

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    ♥ 54

    The Crownless
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    ♥ 31

    ORRA
    ORRAlive now
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    ♥ 31 · 100% loved

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    Stik Fighter
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    ♥ 19

    Higher
    Higher
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    ♥ 76

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    ♥ 37

    Project Reborn 1.6
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    ♥ 17

    updated today

    Flux Formulae: in-game scene
    Flux Formulae
    Flux Formulaelive now
    @zratchet

    ♥ 1

    The tutorial now runs with the match frozen, and the countdown only starts when you press START. PvP has a ready-up: nobody fights until every player is ready. The announcer counts 3, 2, 1, FIGHT out loud. Tutorial: BACK/NEXT buttons, the camera frames the nodes, and voice lines stop when you change pages. Finished matches leave the watch list. Close-to-victory calls no longer repeat. Leftover aim rings are cleaned up in the lobby.

    Ashfall: Rounds: in-game scene
    Ashfall: Rounds
    Ashfall: Rounds
    @mnehmos

    ♥ 2

    All-time HISCORES board in the Glade: deepest round and kills, every room, also on the game page. Take two stash guns into the maze. A green beam and lit arrows lead you to the teleporter.

    game-hub: in-game scene
    game-hub
    game-hub
    @cybershrapnel

    ♥ 9

    30 new worlds from across Spawn join the Nexus galleries, covers included.

    Neon Rush: in-game scene
    Neon Rush
    Neon Rush
    @sanya

    ♥ 3

    TRF forklift rebuilt: slimmer roof light bar, upright oval mirrors, thin lip spoiler along the counterweight

    Desie: in-game scene
    Desie
    Desie
    @sksks

    ♥ 2

    Recent apps on every touch phone: swipe cards away or clear them all

    Танки 2011: in-game scene
    Танки 2011
    Танки 2011
    @lor_40000

    ♥ 1

    Новая карта «Руины»: разрушенный город, брусчатка, пожары и дым

    Lumberjack Legends: in-game scene
    Lumberjack Legends
    Lumberjack Legends
    @gfta

    ♥ 5

    Your own quest card stays on screen at night and when the fire is out; the camp alarm shows as a slim line above it.

    Spawn City Inn: in-game scene
    Spawn City Inn
    Spawn City Inn
    @spawngamecreator

    ♥ 14 · 83% loved

    A new door in the Glass Forest of Wanderlight: Strawberry Falls, a dream grotto where crimson falls pour into a red pool

    SPARDIANS: in-game scene
    SPARDIANS
    SPARDIANSlive now
    @sailoshi

    ♥ 7

    Valorant buy phase: ultimates locked, bolts, thrown gas and the owl drone stop at the blue barrier, and no ability or bullet deals damage until the walls drop. Plus the chat log, spam guard and Orlov fury from before.

    Sakura Drift Tuning: in-game scene
    Sakura Drift Tuning
    Sakura Drift Tuning
    @matt1x

    ♥ 11

    Six camera views: press C to cycle far chase, close chase, hood, bumper, wing fisheye and cockpit.

    new and rising

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    engine v6.0: One Place

    Released September 5, 2026. Worlds with no size limit, portals you can see through and walk through with no loading screen, any number of people in one world, and Savi building beside you while your players keep playing. read

    engine v5.2: Lume

    Released July 10, 2026. The renderer, rebuilt in-house: your worlds look the same and run on a fraction of the GPU — faster loads, cooler machines, longer battery. read

    • v5.2.41 (September 11, 2026): Everything timed in seconds now lasts the time you wrote (shake, fades, zoom and sprite frame rates ran up to 1.75x fast before), a click in god mode no longer resizes a shape, textures on small primitives and on phones draw the right way up, a campfire no longer shrinks every other particle on screen, a floor Savi swaps for a model stays solid until the model is ready, characters report their wall and floor touches, big worlds finish loading their textures on a slow connection, star and moon fades no longer stutter, the bug-report button no longer freezes the game, a player whose tab died no longer leaves a ghost behind, and multiplayer physics runs only where someone is.
    • v5.2.40 (September 3, 2026): Walls in top-down games block along their whole height and the collision shapes you drew survive a save, a world with terrain off no longer shows a mountain skyline it does not have, the parts a player's body builds at spawn show for everyone who joins, fences attached to a raised building sit on the ground, a sky change your script makes reaches every player, tearing down a whole floor no longer freezes physics, big generated worlds load their places many times faster, and one bad packet from another player no longer drops the good ones with it.
    • v5.2.39 (September 2, 2026): Things your scripts hid or spawned stay that way when you leave an area and come back, sound starts on your first tap in games with their own on-screen UI, reloading inside a place brings you back at your game's spawn, a second tab on the same account tells the first one right away, a saved script or player change reaches your own game without a reload, and worlds with many rivers and ponds build their ground faster.
    • v5.2.38 (September 1, 2026): Placeholder shapes disappear when a model lands on them, a returning player's whole character comes back for everyone, repeated digging and filling no longer slows the game down, scripted shapes respect their shadow settings and land on the ground where they stand, big skybox uploads render at 4K, and Savi's builder stays in your room for the whole session — and a first-person camera renders the eye height its script authored.
    • v5.2.37 (September 1, 2026): Rebuilding and repairing mined areas works again, rapid Savi edits no longer hitch big games, gravity changes apply instantly on every physics engine, objects no longer freeze after your tab stalls while Savi's builder is in the room, and sliders work in creator-tab panels.
    • v5.2.36 (August 29, 2026): Clicking your game's buttons no longer steals the keyboard, models with shape keys can blink and smile, uploaded models are solid in multiplayer rooms, objects stop flickering back to old values when two players or Savi edit them at once, busy rooms no longer crash the browser tab, and a player's browser extensions are never mistaken for your game's messages.
    • v5.2.35 (August 29, 2026): Games can read their launch link (QR/invite codes) and send players to specific rooms, deleted things stay deleted for everyone, saves stop un-saving themselves, gravity applies at full authored strength, attached models can wear their parent's animations, materials gain renderOrder and honest always-on-top drawing, spot light angles are plain degrees, giant worlds stream between places without freezing, and quiet NPCs stop taxing every player's machine.
    • v5.2.34 (August 22, 2026): Six cures: deleted objects can never pop back after the save confirms, players' script-driven saves stop failing silently in some rooms, tweaking one knob on a custom material no longer wipes the material, group placed pieces without anything moving (keepWorld), roads can vary width along the route, and Savi's builder can join games on newer engine versions again.
    • v5.2.33 (August 22, 2026): Fifteen cures in one: vehicles stop reloading scrambled, drags stop teleporting to the last save, Ctrl-Z survives reloads in multiplayer, ghost copies of players stop appearing while Savi's builder reconnects, stale tabs can't cross players into your editing room, middle-click is reliable, grass reads green from both sides, things stay the right size entering new areas, game UI can save files, scripted terrain edits stop wiping paint, and slow machines stop tearing themselves down to 'recover' from their own lag.
    • v5.2.32 (August 20, 2026): Ten cures in one: meshes reworked behind a hidden tab reappear, objects created through a save land for every joiner, custom-cursor games click again on desktop, multi-area games stop losing areas, shared UI library edits hot-reload, phantom version churn ends, momentary server hiccups stop reading as dead models, static-model shadows return on iPhone/iPad, big worlds stream in smoother, and creators can cap the frame rate.
    • v5.2.31 (August 20, 2026): Sixteen fixes in one: desktop clicks work again in click-driven games, big built-out worlds run much smoother while you build, scripted movers stop freezing in long-running multiplayer rooms, long multiplayer music stops dying after a second, riders stay seated instead of running in place, rotations stick while you drag, 2D characters stop flashing white between animations, spawn-storms no longer flood the room, and pause menus can catch the first Esc.
    • v5.2.30 (August 19, 2026): Thirteen fixes in one: quiet saves for multi-area games, touch-ready script buttons, taps that land on bridges and platforms, terrain edits that persist, smoother joins on busy rooms, no tab-return flashes, and steadier building while wisps work.
    • v5.2.29 (August 17, 2026): Everything since 5.2.26 in one release: big worlds stop melting down in multiplayer, Savi sees when and why the engine slows something down on purpose, missing and ghost objects repair themselves, and script math is exact again.
    • v5.2.26 (August 16, 2026): Terrain edits now sync reliably in always-on worlds. Players who rejoin get the terrain exactly as it was edited — edits made by scripts or by players who have since left no longer silently vanish on rejoin. And freshly edited chunks rebuild ahead of background work, so digs and builds turn solid and visible faster even while the world is busy streaming.
    • v5.2.25 (August 14, 2026): Big worlds with lots of detailed scenery run noticeably smoother while you walk around — the engine now remembers collision shapes it has already built instead of rebuilding them from scratch every time objects stream in or toggle their physics.
    • v5.2.24 (August 14, 2026): Players in other places can now receive state. The classic pattern — queue the party in the lobby, warp to the arena, then tell everyone their match — just works: patchObjectState(playerId, {...}) reaches a player anywhere in the room, and the new getPlayerPlace(playerId) tells you whether someone left the game (null) or is just in another place. No more heartbeats, shepherds, or ticket systems to work around invisible teammates.
    • v5.2.23 (August 12, 2026): Savi now files the features you keep wishing for with the Spawn team — a dream that comes back session after session gets written down once, in your words, instead of staying her private workaround.
    • v5.2.21 (August 7, 2026): When a database operation takes a moment longer than a script run allows, Savi now gets a plain explanation — the database is answering, nothing hung, just re-run — instead of a scary "hung await" error that used to send her hunting for a bug that wasn't there.
    • v5.2.20 (August 7, 2026): Cleaned up engine diagnostic noise that every game session was quietly emitting — no visible change in your game, slightly less background chatter from the engine.
    • v5.2.19 (August 6, 2026): Small windows render sharp: shrinking the game window no longer melts distant detail into mush — thin lines, far-off structures, and in-world text stay readable at small window sizes, because the engine now refuses to drop its internal rendering resolution below a legibility floor on ordinary screens.
    • v5.2.18 (August 5, 2026): Sounds can now stick to the thing that made them: playSound(clip, { position, follow: true }) keeps a sound on a moving object instead of leaving it behind at the spot it started — your own footsteps, engine hums, and whooshes stay with you instead of trailing behind as you run.
    • v5.2.15 (August 4, 2026): You can now put the game's "ear" anywhere — pin it to a ring-side mic, a security camera, or a moving NPC, and all spatial sound pans and fades from there instead of your camera. One place setting, and clearing it puts the ear right back.
    • v5.2.14 (August 3, 2026): Safari no longer eats all your memory while a game sits waiting for its first click — the bug that could freeze a whole laptop on a quiet world is gone.
    • v5.2.13 (August 1, 2026): Cameras are yours now, all the way down. Savi writes your camera as a script she can read and edit — every zoom, follow, and framing choice is a line she can change — instead of flipping switches on fixed camera presets. Existing games keep playing exactly as they are; when a world upgrades to this version, Savi rewrites its camera as a script with the same feel.
    • v5.2.12 (July 31, 2026): Buttons work on phones now. Action buttons Savi builds — especially in scrollable lists — used to die in mobile touch handling: you'd tap and nothing happened. The engine owns the tap now: a tap fires exactly once, a real scroll stays a scroll, and every existing game heals with no edits.
    • v5.2.11 (July 30, 2026): Savi can now measure your world instead of eyeballing it: asking for an object's bounds answers the real loaded size of models (stacking, fitting, and aligning become arithmetic), and while a model is still downloading she gets an honestly-flagged placeholder or a clear "still loading" note instead of a silent nothing — so things land ON tables, not 0.18m into them.
    • v5.2.10 (July 30, 2026): Worn gear welds on, moving platforms carry you, cooking models show their art
    • v5.2.9 (July 29, 2026): Saves stop storming, cities stop blinking, Safari plays
    • v5.2.8 (July 28, 2026): Power lines plant their poles again
    • v5.2.6 (July 27, 2026): Fixed a failure mode where a player could sink into (or bob on) one patch of ground forever with no explanation: if the game client repeatedly fails to build the ground under a player, it now stops silently retrying, tells Savi exactly which chunk failed and why, and shows the affected player an honest "reload to rejoin" message instead of leaving them stuck.
    • v5.2.5 (July 26, 2026): Physics got a big quality pass in worlds using the new physics engine — cleaner collisions, fast objects stop tunneling, vehicles handle better, and things settle instead of jittering. Busy worlds also run noticeably cheaper.
    • v5.2.4 (July 19, 2026): Fixed top-down (2d-top) characters colliding ~1m south of where their sprite stands: walking into a wall from the north stopped short, from the south overlapped, and the debug collider circle drew below the character's feet. Colliders now sit exactly at the sprite's feet regardless of the object's rotation.
    • v5.2.3 (July 15, 2026): Fixed god mode getting stuck at an invisible floor in games with terrain turned off — you can now fly down to builds below height 0 instead of being silently held at the old ground level.
    • v5.2.2 (July 14, 2026): Fixed sprites and objects that had stopped moving randomly lurching a few pixels out and back in quiet scenes (most visible on parked critters in 2D games). Resting entities now hold their position exactly until they actually move again.
    • v5.2.1 (July 14, 2026): Growing black patches are gone. On some machines, dark blotches could appear on screen (worst at night) and spread until they swallowed the whole view — reloading didn't help. Fixed at the source, for good.

    engine v5.1: Connection

    Released June 18, 2026. Your game listens to you first — movement and actions respond the instant you press them, and multiplayer holds steady through the busy moments. A full rebuild of how players stay in sync, plus dozens of touches to sound, saving, and Savi's tools along the way. read

    • v5.1.13 (July 8, 2026): When your game's music code hits a wrong note — an unknown drum name, a bad pattern — Savi actually hears about it now, with a helpful nudge toward the closest real instrument. And "tabla" just works.
    • v5.1.12 (July 7, 2026): Fixed a reconnect trap that could freeze a player's world forever: if the room restarted while a tab stayed open, that player could get stuck repairing hundreds of times and never recover without a reload. Recovery now works in one clean step.
    • v5.1.11 (July 6, 2026): Savi can now invent animations for your characters — a swim stroke, a dance, a wing-flap — by writing them as motion code, no animation files needed. They play (and blend) just like regular animations, and edits take effect at the next loop so nothing pops mid-motion.
    • v5.1.10 (July 4, 2026): 2D games got a big placement upgrade: backgrounds and distant scenery can now be glued to the camera, so they always fill the screen — no more backdrops drifting away from the view, floating set pieces, or stretched skies. Repeating strips tile seamlessly across the whole view, parallax layers slide at their own speeds, and everything holds up at any screen shape from tall phones to ultrawide.
    • v5.1.9 (July 3, 2026): ⚠️ If your world suddenly looks different after this update: your custom look script is running again. It was silently crashing on the last few engine versions (since around 5.1.5), so your world was rendering with no look applied at all. The crash is fixed and your authored look applies again — that new appearance is your own look script working. If it feels off (too dark, too bright, too saturated), ask Savi to retune the exposure — don't delete the look.
    • v5.1.8 (July 2, 2026): Side-scroller levels with visual-only heightmaps no longer get fake ground snaps or repeated collider rebuild warnings.
    • v5.1.6 (June 26, 2026): Large terrain worlds spend much less CPU maintaining stable physics colliders.
    • v5.1.5 (June 23, 2026): Bloom is now much more performant.

    engine v5.0: For Real

    Released June 4, 2026. A million particles, real skies, enemies with brains — the world got real, and Savi can build all of it. The biggest engine release yet. read

    • v5.0.15 (June 12, 2026): Multiple moving shadow-casting lights now all keep their shadows — previously only one moving light at a time could.
    • v5.0.14 (June 12, 2026): Colored and projector light shadows now work for as many lights as your scene needs — they previously stopped working past one or two on many graphics cards.
    • v5.0.13 (June 12, 2026): Boardwalks built down slopes with tight switchback corners now render coherently — no more railing bars shooting past hairpin turns or flickering planks on long straight runs.
    • v5.0.12 (June 12, 2026): Sounds in 2D games are actually audible now! Dig thunks, impacts, and pickups were playing at a tiny fraction of their volume because the game listened from the camera instead of your character.
    • v5.0.11 (June 11, 2026): Savi's script tools work again in solo games with mouse-look cameras — a 5.0.10 regression broke her ability to run scripts there.
    • v5.0.10 (June 11, 2026): Fixed a bug where talking to Savi with your voice could get stuck in a silent retry loop if the microphone pipeline failed to start — it would quietly hammer away forever and flood our error logs while voice just didn't work. Now it tries a few times, tells you plainly that voice is off for this session, and typing keeps working (reloading the page may bring voice back). Quick tap-and-re-hold on the mic can no longer be mistaken for a real failure.
    • v5.0.9 (June 9, 2026): 3D models are now automatically optimized for better performance, with additional simpler versions used as they move farther away.
    • v5.0.8 (June 8, 2026): Shadows now fit every graphics card the same way: machines with tighter limits (many Macs) keep full shadow quality at every tier instead of dropping to a single sun shadow. Secondary sun shadows in big worlds render slightly smaller on low and medium quality.
    • v5.0.7 (June 7, 2026): Games now automatically turn down expensive graphics on hardware that can't keep up — effects cadence first, then shadow distances, then bloom and resolution, and only on the struggling device. Same game, same content, smooth on more machines; the device remembers where it landed so the next session starts there.

    engine v4.6: Atelier

    Released June 1, 2026. A real workshop for god mode — tabbed tools, undo/redo, and richer material looks. read

    engine v4.5: Surface Tension

    Released May 22, 2026. Water you can swim in, and shapes that look like the real thing. read

    • v4.5.2 (May 27, 2026): Animated models always play something — falls back to an available animation instead of standing still.
    • v4.5.1 (May 23, 2026): Ponds run much smoother without changing how they look.

    engine v4.4: Solid

    Released May 15, 2026. Things stack right, worlds load clean, and clicks land where you point. read

    • v4.4.3 (May 21, 2026): Fixed some characters appearing too small.
    • v4.4.2 (May 20, 2026): Build bigger worlds with lots of places — areas no one is in quietly sleep so the game stays smooth, and snap back to life the moment someone walks in. Your spawn area is always ready.
    • v4.4.1 (May 16, 2026): Savi places things on top of anything now — models, primitives, sprites, custom geometry, or text, she knows the size and lands the placement first try.

    engine v4.3: Groovy

    Released May 13, 2026. Savi is your DJ now. God mode, movement, and controls all feel right read

    • v4.3.1 (May 13, 2026): Walls and floors are back in 3D Rooms games. Players land cleanly, walls stop the player, and skeletons stand on the floor instead of falling into it.

    engine v4.2: Continuum

    Released May 9, 2026. Saved games, smoother animation, sharper aim, and a basket of polish fixes you'll feel right away. read

    engine v4.1: Foundations

    Released May 4, 2026. First big engine update. Faster, smoother, smarter — and a small mountain of fixes. read

    engine v0.1: Genesis

    Released April 29, 2026. Initial versioned engine release. read

  • v5.1.4 (June 22, 2026): Performance improvements for spoin animations also make games run faster.
  • v5.1.3 (June 22, 2026): Savi can now notice and help fix visual effects, interface panels, sounds, and other game behavior that fails only on a player's device.
  • v5.1.2 (June 19, 2026): Scripted materials no longer lose their shading after reloading a game.
  • v5.1.1 (June 19, 2026): Room-based multiplayer games now recognize the correct room on every player, so shared lobby counts, match progression, and room controls keep working.
  • v5.0.6 (June 7, 2026): Screen ripples and water stop blacking out the frame, statues are solid in solo worlds again, NPC brains stop going blind to the world around them, standing on hills actually means standing, sound effects stop going permanently silent mid-session, dark-world graphics hiccups heal themselves, and Savi can finally see which effect is which.
  • v5.0.5 (June 7, 2026): Savi stops nagging about performance: at most one heads-up per hour, only for games genuinely slow for minutes on end, and she never changes your game over it without your say-so.
  • v5.0.4 (June 7, 2026): Skies now cost almost nothing, multiplayer sessions stop randomly dropping players, and mobile play opens the moment a game declares it.
  • v5.0.3 (June 6, 2026): Launch-week fixes: solo worlds keep every area, portals stop flinging you home, joins always retry, first effects play clean, and the engine heals broken ground and graphics stalls on its own.
  • v5.0.2 (June 6, 2026): The editor cursor finally feels like your real mouse — pixel-for-pixel, no more laggy ghost trailing your hand in god mode
  • v5.0.1 (June 6, 2026): Scripts that animate with Math.sin, ease with Math.exp, or steer with Math.atan2 now give the same answer on every machine. Cars and props you drove through obstacles no longer stutter mid-drive. Math results may shift by amounts far below anything perceivable (the same everywhere), in exchange for driving, easing, and orbiting code that stays smooth.
  • On Spawn right now

    614 people were on Spawn in the last hour.

    43 games here, as of 2026-10-22 22:08 UTC: 102,977 plays, 2,006 likes, 535 reviews and replies and 2,417 updates from their makers; 13 games were updated in the last day.

    Max Effect

    By @izkimar. Published 2026-10-22.

    Meet on the Citadel. Deploy together. Fight, extract, and build your N7 loadout.

    Categories: Shooter, Action, MMO, Extraction, good with friends, multiplayer.

    Reviews: 100% loved it · 1 vote · 1 review or reply · 3 likes · 10 plays.

    Released 2026-10-22. 1 update since release, the newest 2026-10-22.

    Newest update: Rannoch Opens Wide (2026-10-22)
    • Holding fire through a reload no longer loops the reload
    • Rannoch now holds 24 operatives at once
    • Rannoch's Geth camps are garrisoned all the time and hunt you when shot from range
    • New menus: I inventory, J assignments, M deployment, P battlegrounds
    • The tool belt sits beside your powers
    What players say
    • @kaya · loved it · 2026-10-22 · played 11 min: “the place kinda feels familiar but i just cant remember it lol. could be star wars or something else. did some missions while exploring, and i noticed that when i hold left click while reloading (w/ 0 bullets), it gets stuck in a loop until i release”

    Diablo Survivors

    By @izkimar. Published 2026-10-20. Last updated 2026-10-22.

    Pick your hero at the camp fire, step through the portal, survive the horde.

    Categories: Survivors, Action, RPG, good with friends, actually hard, multiplayer.

    Reviews: 100% loved it · 2 votes · 2 reviews and replies · 44 likes · 1,020 plays · 3 playing right now.

    Released 2026-10-20. 7 updates since release, the newest 2026-10-22.

    Earlier update: Tongues of Sanctuary (2026-10-21)
    • Choose your language from the glowing globe in camp: English, Deutsch, Français, Español, Português, 中文, 日本語, 한국어
    • Burial Grounds runs smoother at the map's edges
    Earlier update: Runs Start Again (2026-10-21)
    • Join The Sanctuary, our Discord, straight from the camp panel
    • A friend joining mid-run no longer restarts your expedition
    • Press ] to hide the whole HUD for clean screenshots
    Earlier update: The Graves Fill Up (2026-10-20)
    • Normal is denser and hits harder sooner: more of the horde from the first minute, shorter lulls, and marked grave strikes from 4:00
    • A friend joining mid-run no longer ends your expedition: the run carries on with your build and timer
    • Smoother runs: scenery streams in gradually instead of freezing the start
    • Faster loading into camp
    • Phone controls no longer drop out in camp
    • Press ] to hide the whole HUD for clean screenshots
    What players say
    • @kaya · loved it · 2026-10-21 · played 23 min: “sorc is the GOAT. AOE spells + low cooldowns + dashing everywhere = everything is DEAD. all hail the Sorc!!! takes a while to get the killing going, but once you get the upgrades, everything is just ez peazy!”

      • @kaya replied 2026-10-21: “i do think the druid was a bit underwhelming though, or maybe its just not my playstyle. the transformations were a bit lackluster for me, and the vines + meteor did most of the job. would be really nice to have transformations play a bigger part. Loving your game izki!! im addicted lmaoooo”
    • @parz1val · loved it · 2026-10-20 · played 18 min: “enjoyed the sorceress with ice augments, and her AOE is OP lol! I tried inviting my friend to play, but when he joins the game, my game restarts.”

      • @izkimar (maker) replied 2026-10-20: “thanks!!! glad you enjoyed! i pushed a fix that will hopefully make multiplayer work for you. also, there's an NPC in the camp where you can unlock harder difficulties with Soul Shards!”

    Shoguns

    By @gaba. Published 2026-09-14. Last updated 2026-10-16.

    A persistent multiplayer strategy game in feudal Japan. Test, report, and help Shoguns grow.

    Categories: Strategy, MMO, actually hard, multiplayer.

    Reviews: 71% loved it · 7 votes · 56 reviews and replies · 56 likes · 21,006 plays.

    636 updates since release, the newest 2026-10-16.

    Earlier update: Presimulacro Begins (2026-10-09)
    • Returning players now join the Simulacro, a fresh battle ground where new campaigns can unfold.
    • Battle replays have been tested and refined across multiple scenarios to ensure smooth combat resolution.
    • The social authority database now rebuilds only when needed, reducing server startup time.
    Earlier update: Gavi's Path (2026-10-09)
    • The game's core systems now run on a faster, more efficient pathway chosen by Gavi—new matches launched from the hub run through this streamlined route.
    • Assembly halls settle in one or two database trips instead of many, with their seal checks and title reads happening in parallel.
    • Town things now live in memory during matches, letting your province and armies update instantly instead of waiting for database round-trips.
    • NPC characters can now run in live matches—30 of them seat themselves in the presimulacro, and they earn gold, join clans, and send letters like any player.
    • Assembly slot clocks tick independently, so your finished slots push to the screen the moment they're done, no longer waiting for the whole hall.
    What players say
    • @laurence1 · 2026-09-26 · played 3 hrs 25 min · 2 hearts: “Love this update! It’s awesome that the Apuestas hall is finally open to every lord who owns the building. No more locked gates means I can actually hop in and check out what it has to offer. Great work!”

    • @jeon · 2026-09-25 · played 1 hr 44 min · 2 hearts: “Im in the process of upgrading my builds now, so lets see how it goes after that haha. I was thinking about trying the politics next, but Im not really sure yet. Im curious to see what would be the better move to make next and how it will affect my progress.”

    • @chizkeykkk · 2026-09-25 · played 2 hrs 51 min · 2 hearts: “Dude! Please, please, please build the wiki for this game! 😂 It looks so sick, but I’m honestly having a hard time understanding things sometimes, especially with all the updates. It can be pretty hard to catch up.”

      • @gaba (maker) replied 2026-09-26: “This will come to the game eventually but right no as the game is getting built features and stability is the priority”

    Bloodline

    By @majid. Published 2026-09-22. Last updated 2026-09-25.

    An Amazon stealth-survival journey. Hunt to heal, steal food for Sol and Lua, and build a safe route home.

    Categories: Stealth, Adventure, good with friends, beautiful, multiplayer.

    Reviews: 100% loved it · 3 votes · 11 reviews and replies · 7 likes · 82 plays.

    Released 2026-09-22. 11 updates since release, the newest 2026-09-25.

    Newest update: Bloodline Update (2026-09-25)
    • Phone pass: rebuilt phone fur, fixed color grade for every player, steadier touch controls with a run/sneak marker, cheaper phone shadows, far trees and foliage, lighter first download.
    Earlier update: The Predator's Gaze (2026-09-23)
    • Your cheetah now locks its eyes on hunted prey, watching them intently as you chase.
    • Sprint now drains stamina over 20 seconds of sustained gallop — you can't hold top speed forever.
    • Pausing while actively hunted gives you a 5-second grace period before the menu shields you.
    • The sky blooms with towering tropical clouds, denser and more dramatic than before.
    • Guards now smell you on the wind — stay upwind to avoid detection, even in cover.
    Earlier update: Bloodline Update (2026-09-22)
    • A key pressed before the home screen row exists no longer errors the menu on a fresh body.
    Earlier update: Bloodline Update (2026-09-22)
    • Sync: live now matches the working head (v5772 phone fur + arrival trim; architecture notes).
    Earlier update: Bloodline Update (2026-09-22)
    • Phone coat twins keep their bind channel (fur draws on phones instead of the plain look); a leftover test cheetah under camp removed; a receipt pointer no longer rides into every player's first download.
    What players say
    • @neitantei · 2026-09-22 · played 6 min · 1 heart: “This game really makes you appreciate nature and gives you a different perspective by letting you experience the world as an animal. The graphics look great, and the music is cozy and relaxing. I experienced a bit of lag at first, but once everything loaded, the game ran smoothly without any issues. I’d really love to see an underwater feature in the future too!”

    • @larrielabs · 2026-09-22 · played 17 min · 1 heart: “The jungle environment looks so cool! 🌿👀 I love how detailed it is! Also, I appreciate the markers that help me find my way. I played this game with my friend a while ago and definitely enjoyed exploring together. ✨”

    GLYPHWOOD

    By @smallzero. Published 2026-10-19. Last updated 2026-10-22.

    An ASCII MMORPG: a moonlit realm typed in letters. Swords, spells, loot, levels.

    Categories: RPG, MMO, Action, good with friends, beautiful, multiplayer.

    Reviews: 100% loved it · 3 votes · 4 reviews and replies · 29 likes · 605 plays.

    Released 2026-10-19. 6 updates since release, the newest 2026-10-22.

    Earlier update: The First Glow (2026-10-22)
    • The glyph world is back to its first look: letters sit on a soft moonlit wash, with texture inside every letter
    • Four new continents past the outer wall: the Verdant Reach, Coral, Skyreach and the Hollow, with towns, dungeons and world bosses up to level 100
    • Ferries and 32 waystones to fast-travel the whole realm
    • The map zooms from the whole world down to your street
    • A roomier bag that sorts and shows your best gear
    Earlier update: Blood Under Moon (2026-10-21)
    • Press P or the PVP tab to flag for duels: flagged heroes can fight anywhere outside a town.
    • Win a duel and the realm tells you who fell.
    • Other heroes show on the map and minimap by name, red when they're flagged.
    • Every hero now carries a faint glow: moon-blue at peace, ember-red with PvP on.
    Earlier update: The Realm Beyond (2026-10-20)
    • The east pass is open: 15 new zones ring Glyphwick, each with its own land, monsters, a town to rest and trade in, and a boss at its end. A 15-chapter story walks you from zone to zone. 100 new weapons and drops. Bosses rise again two minutes after they fall. Calling is chosen once at the start.
    Earlier update: The Four Callings (2026-10-20)
    • Press C to choose a calling: Knight, Mage, Ranger or Cleric, each with its own body, weapon and three powers on right click, F and R.
    • Name your hero and pick a colour, helm and cape. Talent points arrive from level 2.
    • Three new camps: spiders at the Webbed Hollow, bandits at Cutthroat Camp, wraiths at the Sunken Shrine.
    • Captain Brisa, Nell and Sister Lune bring six new quests to Glyphwick.
    • Eight adventurer bots now play every class, and clerics heal you mid-fight.
    What players say
    • @themaker · 2026-10-20 · played 3 min · 1 heart: “odd, but kinda dope , cool idea bro”

    • @parz1val · loved it · 2026-10-22 · played 10 min: “Really love the style and gameplay! The bots help me level up and earn gold, it keeps me to explore more in the game.”

    Spawn Legends

    By @chucky. Published 2026-09-27. Last updated 2026-10-18.

    Seventeen original heroes in an epic comic-card collection. A visual design studio in progress.

    Categories: Deckbuilder, Strategy, good with friends, actually hard, beautiful, multiplayer.

    Reviews: 100% loved it · 9 votes · 24 reviews and replies · 28 likes · 503 plays.

    42 updates since release, the newest 2026-10-18.

    Newest update: Eclipse Rising (2026-10-18)
    • Season 3 ECLIPSE arrives Oct 23: 15 new heroes split between CORONA and UMBRA, each with its own ability and animation
    • New ECLIPSE pack, new battle pass and two new Deck Guides
    • Face The Eclipse Queen, the season's special rival
    • TIDEBREAK recap with Elo soft reset, then the ECLIPSE intro
    • Collection cost filter now goes to 7
    Earlier update: Trophies & Honors (2026-10-12)
    • Unlock 13 trophies by reaching milestones — your first win, ten wins, hundred wins, hot streaks, tower peaks, defeating the Drowned King, opening packs, and climbing the ranked tiers.
    • Veteran players automatically earn the trophies they've already achieved, so your past feats are recognized when you log back in.
    • Oblivar now displays his current Power bonus in your hand, and Grimveil shows how much Power he's grown — no more guessing their strength.
    Earlier update: Lantern Path (2026-10-10)
    • Laurence the lantern-keeper arrives as the newest hero, lighting the way with his golden glow.
    • Play Laurence and watch paper lanterns float to every card in your hand, permanently reducing their cost by 1 each.
    • Laurence now leads the roster on the home screen, replacing the old featured hero.
    Earlier update: Mobile Stability (2026-10-10)
    • On phones, one tap now means one tap — your cards finally add to decks without accidentally undoing themselves.
    • Share and screenshot features are now available on mobile.
    Earlier update: New Legends Arrive (2026-10-09)
    • Two fresh Legends have spawned and are ready to join your roster.
    • New character art and frames have been added to the game.
    What players say
    • @chizkeykkk · loved it · 2026-10-06 · played 22 hrs · 1 heart: “@makeriffic kept stealing my top 1 in the leaderboards! Bro stop 😂😭 Let me sleep lol. I will take that back, just wait”

      • @chizkeykkk replied 2026-10-18: “Dang season 2 is already almost over. 😅 I'm excited to see more cards and card combos!”

    Parkour Rush

    By @majid. Published 2026-09-06. Last updated 2026-10-11.

    You're racing against time through dynamic urban environments, vaulting over obstacles and scaling walls to reach the finish. Feel the adrenaline as you master fluid parkour movement and discover the fastest route to vic

    Categories: Platformer, Action, actually hard, beautiful, solo.

    Reviews: 100% loved it · 3 votes · 17 reviews and replies · 39 likes · 1,604 plays.

    Released 2026-09-07. 17 updates since release, the newest 2026-10-11.

    Earlier update: New Runners, Flow & RUSH FM (2026-10-08)
    • The biggest update yet!
    • NEW RUNNERS
    • Two brand-new runners, built from scratch: proper outfits, detailed faces, a clean cel-shaded look, a ponytail and jacket that move with you, and fingers that grip.
    • Pick your runner in the menu lineup, and dress them in new skins and trails from the Shop.
    • EVERY ANIMATION REBUILT
    • Running, idle, jumps and leaps, vaults and kongs, wall runs, ledge grabs, climbing walls and poles, slides and landing rolls are all redone and feel much more real.
    • FLOW
    • Moving well now makes you faster. Wall runs keep your speed, a well-timed vault gives you a boost, and chaining moves together builds your speed by up to +15%.
    Earlier update (2026-09-11)
    • Finish strong: a new YOU ARE #1 celebration with victory sound when your saved run is confirmed at the top of the course leaderboard. Fixed Ribbon Run’s finish-platform fall-through and added exact solid support to all 50 finish decks. Celebration supports reduced motion and keeps Retry and Exit within reach.
    Earlier update (2026-09-11)
    • Fair first-achieved ordering for tied personal bests; an automatically refreshing in-course top-three leaderboard; two-step Escape handling with a direct M menu shortcut; minimal nametags for other players. The intermittent tab-return action-input issue remains under investigation.
    Earlier update (2026-09-10)
    • Tic-tac kicks harder and further off the wall; chain tic-tacs wall to wall. Training Ground gains its own TIC-TAC ALLEY lane south of the corridor. Retry button (R) beside Menu during a course.
    Earlier update (2026-09-09)
    • Wardrobe shop: five skins with materialize/dematerialize swaps, the Afterglow glow shell, five trail visuals with light-cycle ribbons and soft footfall marks. Skins no longer stretch at the feet. Escape opens the menu. Runner casts a soft shadow.
    What players say

    死: One Hit Kill

    By @chocopuff. Published 2026-09-27. Last updated 2026-10-22.

    A precision sword duel. One clean hit ends everything — master stamina, parry the blade, return to the hub.

    Categories: Action, MOBA, actually hard, beautiful, multiplayer.

    Reviews: Positive · 81% loved it · 11 votes · 23 reviews and replies · 18 likes · 340 plays.

    52 updates since release, the newest 2026-10-22.

    Newest update: Tariq's Arsenal (2026-10-22)
    • Tariq fights harder: acrobatic dual-blade rush with sword trails, the rope whirls from his fist, a round smoke flask he pours, bubbling acid pools that eat the floor. New Toys & Taunts at the Grandmaster of Forms: four dances for your taunt wheel. Worn, weathered Spirit armor leather and new shoulders.
    Earlier update: Iron Wall and Phantom (2026-10-19)
    • ["A Pumpkin Oni helm glows in a dark corner of the Diyu gallery. Find it and press E to claim it for your Special head slot.","Tariq rests his scimitar on his shoulder between cuts.","The gallery corners in Diyu are open to walk through."]
    • Two new achievements: Iron Wall for 100 parries and Phantom for 100 perfect dodges.
    • Head kills now count toward the Most Decapitations board on the game page.
    Earlier update: Whispering Altars (2026-10-18)
    • Opening the Fire, Ice and Venom altars now brings a whisper from their fallen champion: Ignis, Astrid or Tariq. The other altars ring with a drawn blade. The Dueling Spirits wear their names again as they wander the hall.
    Earlier update: The Frozen Climb (2026-10-17)
    • Lady Astrid's climb leaps hang in slow motion, with ice afterimages trailing you
    • A smaller, cleaner SPACE prompt sits inside its circle on each of the five jumps
    • Staccato and Cascade show gold diamonds that fill with every cut you parry
    • Parry sparks burn brighter through her whiteout, and your camera comes back to you when you leave her zone
    • The frozen duelists on her street shatter when struck, and breaking all eight unlocks a secret
    Earlier update: Lady Astrid: the Ascent, falling ground, welcome gift (2026-10-16)
    • New players get a one-time gift of 100 Death Tokens and a welcome card pointing to Lady Astrid. In Astrid's Ascent the ground and its snow now break away under you, so you fall until you press SPACE to leap. The climb camera circles the tower to keep you in frame. Death's Boon pips now carry through her phase change, and falling deaths play their sounds again.

    Faceless

    By @abbidabbi. Published 2026-09-26. Last updated 2026-10-14.

    Masked heroes with burning eyes fight across the island of Aurenfall. Tab-target combat, five callings, talent paths and gear worth hunting.

    Categories: RPG, Adventure, Action, MMO, good with friends, beautiful, multiplayer.

    Reviews: Positive · 90% loved it · 10 votes · 21 reviews and replies · 27 likes · 303 plays.

    25 updates since release, the newest 2026-10-14.

    Newest update: Frost & Arcane polish (2026-10-14)
    • Frost Nova and Frostbolt roots are now a low frost bind at the feet, the same size on every enemy. Mage hands show their element while casting, with no orb forming. Arcane: spells have an 8% chance to reset Arcane Storm, and a reset Storm hits 30% harder. A cancelled Arcane Storm cast no longer uses its cooldown.

    Pocket Rally

    By @jure. Published 2026-10-09. Last updated 2026-10-18.

    Tiny pixel karts, eight at a time. The wheel picks the race. Drift, boost, bonk.

    Categories: Party Game, Racer, Action, good with friends, funny, multiplayer.

    Reviews: 100% loved it · 8 votes · 8 reviews and replies · 16 likes · 244 plays.

    Released 2026-10-09. 4 updates since release, the newest 2026-10-18.

    Newest update: Smoother Racing (2026-10-18)
    • Karts look exactly the same and cost less to draw while racing, so races run smoother and cooler on phones.

    Alamat ng Biringan

    By @jissi. Published 2026-09-28. Last updated 2026-10-19.

    A folklore deckbuilder — whip, block and draw your way past the monsters to the Bakunawa.

    Categories: Deckbuilder, Roguelite, Adventure, actually hard, beautiful, solo.

    Reviews: 100% loved it · 9 votes · 15 reviews and replies · 19 likes · 151 plays.

    29 updates since release, the newest 2026-10-19.

    Newest update: Night the Moon Went Dark (2026-10-19)
    • A storyteller walks your first road: hear why Magat enters Biringan.
    • Enemy turns read clearly: each monster's intent swells right before it strikes.
    • A punchier tutorial that cheers your First Blood.

    World Of Ragnarok

    By @forge_ranger_22. Published 2026-09-27. Last updated 2026-09-30.

    A shared prairie MMORPG under the storm. Hunt slimes, level up, set your hero on auto, and topple the Scarecrow King with friends.

    Categories: MMO, RPG, Action.

    Reviews: 50% loved it · 2 votes · 15 reviews and replies · 11 likes · 272 plays.

    53 updates since release, the newest 2026-09-30.

    Newest update: The Bifrost Ascends (2026-09-30)
    • The rainbow bridge now connects the Nine Realms — travel between Midgard, Draugr Crypt, and Helheim without breaking your stride.
    • Einherjar champions rise with new class outfits and combat techniques forged in the halls of Asgard.
    • The Norns have woven new quests and encounters into the fabric of fate itself.
    • Ancient loot and treasures now manifest with greater power across all three realms.

    Call of Paint

    By @maine. Published 2026-09-13. Last updated 2026-10-06.

    Castle-to-castle paintball. Pick your marker, arc your shots and paint the other team across a river-cut arena.

    Categories: Shooter, Tactics.

    Reviews: 77% loved it · 9 votes · 41 reviews and replies · 58 likes · 3,975 plays.

    43 updates since release, the newest 2026-10-06.

    Newest update: Top Killers Board (2026-10-06)
    • Dust II Defuse hidden for now; Top Killers board matches the menu style

    Skyfall Rush

    By @tiger. Published 2026-09-25. Last updated 2026-09-28.

    Race across floating anime sky islands that crumble behind you. Dash, shove, and outrun the void.

    Categories: Action, Platformer.

    Reviews: 100% loved it · 3 votes · 14 reviews and replies · 47 likes · 1,318 plays.

    Released 2026-09-25. 3 updates since release, the newest 2026-09-28.

    Earlier update: Branch Routes (2026-09-26)
    • Past 200 metres the course splits into high side trails and low sky islands—each route has its own crystals, boosts, and hazards.
    • Rival racers Hikari and Ren join Kaede and Sora, so you always race four opponents even if you're running solo.
    • Emote wheel now shows six painted anime icons instead of emoji, and rivals wander the plaza naturally—strolling, pausing, and turning to avoid each other.
    • Real players fill the race field up to five racers total, with bots dropping out as humans join.

    Plinko & Monsters

    By @cardshark. Published 2026-09-25.

    Drop balls through a peg board of splitters. Your heroes wait in the buckets. Monsters wait up top.

    Categories: Puzzle, Action, actually hard, solo.

    Reviews: 100% loved it · 2 votes · 9 reviews and replies · 30 likes · 921 plays.

    Released 2026-09-25. 9 updates since release, the newest 2026-09-25.

    Newest update: Split Surge (2026-09-25)
    • Split pegs now spawn only one new ball instead of duplicating the entire board, making them far more tactical.
    • Combo bonus reduced to +0.5% per chain — focus on precision over endless cascades.
    • All percentage-based boon boosts cut in half, rebalancing late-game power scaling.
    • Endless mode now grants a new boon every 5 floors instead of every floor, slowing your ascent but raising the stakes.

    MechaBlade

    By @ress. Published 2026-07-30. Last updated 2026-09-22.

    Pilot one of eight unique mecha frames across three contested sky hills. Hold ground, drain your energy pool fueling flight and slashing attacks, and race to 300 points in fast-paced team combat.

    Categories: Action, Arena Brawler, good with friends, actually hard, beautiful, multiplayer.

    19 reviews and replies · 54 likes · 1,513 plays.

    28 updates since release, the newest 2026-09-22.

    Newest update: MechaBlade Update (2026-09-22)
    • Fixed tutorial continuity so leaving the course or falling no longer restarts completed lessons. Fixed missing hangar statues on return visits, including after the tutorial; previews now keep their bodies, weapons and capes tied to the correct hangar.

    The Crownless

    By @izkimar. Published 2026-09-17. Last updated 2026-09-26.

    Break the army. Climb the kingdom. Take the crown with your bare hands.

    Categories: Action, Adventure, Strategy, actually hard, beautiful, solo.

    Reviews: 100% loved it · 3 votes · 23 reviews and replies · 31 likes · 1,148 plays.

    Released 2026-09-17. 8 updates since release, the newest 2026-09-26.

    Newest update: Campaign Fixes (2026-09-26)
    • New Run works again: a click during loading is no longer lost, and starting over from Blackweir can no longer freeze your character.
    • Continue on the title always takes you back to your campaign run. Fight Jev is the only button that resumes a duel.
    • The abandon-run warning scrolls into view when you press New Run.
    • Carrion enemies no longer glitch out of their attack pose at the end of each swing.
    • Unfinished test areas are closed to players, and the shortcut keys that could pull you out of a run into them no longer work.

    ORRA

    By @117. Published 2026-10-05. Last updated 2026-10-17.

    Witnessglass knights fight across the drowned crater of the Nacre Reach, under Tareth.

    Categories: Action, Arena Brawler, Survivors, actually hard, beautiful, multiplayer.

    Reviews: Positive · 100% loved it · 11 votes · 11 reviews and replies · 31 likes · 990 plays.

    Released 2026-10-05. 4 updates since release, the newest 2026-10-17.

    Newest update: HOLLOWED (2026-10-17)
    • HOLLOWED: a new survival mode. Escort the Vesper through Lowbell at night with seven Watch knights while the horde climbs.
    • Five named bosses on the road to the Carillon, plus bells to hunt and keep.
    • Controller support, and controller button hints in the menu.
    • Faster, steadier hit markers on big bosses, smoother spectate camera, and safer rejoins mid-run.
    • Smoother big waves, and bots that fall under the street get pulled back to the fight.

    Stik Fighter

    By @lazydev. Published 2026-08-19. Last updated 2026-09-04.

    You step into the ring against a thinking opponent who adapts and counters. Land clean hits, block incoming strikes, and claim victory across five brutal arenas—from rooftop to beach, dojo to temple.

    Categories: Action, good with friends, nothing to learn, solo, multiplayer.

    9 reviews and replies · 19 likes · 799 plays.

    Released 2026-08-19. 13 updates since release, the newest 2026-09-04.

    Newest update: Blood Pool Cleanup (2026-09-04)
    • The blood-pool manager has been removed — impact effects now run without a central coordinator.
    • Guard flashes and hit sparks now calculate and display independently, keeping the fight crisp and responsive.
    • The HUD now reads fighter state directly instead of mirroring data onto each fighter's bag, cutting network overhead and reducing sync lag in versus matches.
    • V.S. matches now use room truth to detect when an opponent has actually left, preventing false timeouts when the relay is slow.

    Higher

    By @chucky. Published 2026-03-20. Last updated 2026-10-11.

    Race up disco towers, candy mountains, and alien peaks in this toon-bright climbing arcade. Chase personal bests, unlock epic bean characters, and climb your way to the leaderboard.

    Categories: Platformer, Action, actually hard, solo.

    Reviews: 100% loved it · 4 votes · 23 reviews and replies · 76 likes · 1,832 plays.

    67 updates since release, the newest 2026-10-11.

    Newest update: Trophies & Achievements (2026-10-11)
    • Collect trophies for clearing each of the six worlds — Disco Fever, Deep Dive, Lava Circuit, Candy Kingdom, Outer Orbit, and Toybox Giant.
    • Win party games to earn trophies for Lavarush, Hexhive, Spinout, Tiptoe, and Rhino — reach 10 wins to unlock the Party Champ trophy.
    • Complete all six worlds to unlock the All Worlds trophy.
    • The Atlantis columns in Deep Dive are now solid boxes you can bump into instead of slipping through.

    SmallZero Drift Fest

    By @smallzero. Published 2026-09-08. Last updated 2026-10-04.

    Own the mountain after midnight. Link smoky drifts, chase taillights, and build your Japanese touge garage.

    Categories: Racer.

    Reviews: 100% loved it · 6 votes · 18 reviews and replies · 37 likes · 643 plays.

    25 updates since release, the newest 2026-10-04.

    Newest update: Showroom Garage (2026-10-04)
    • The garage is now a sleek showroom—your car rotates slowly on display under an orbiting camera while tabs line the top and your plate sits at the bottom.
    • Arrow keys or the arrow buttons flip through every car on the road in real time, spinning each one for a proper look before you commit to driving.
    • Drag the mouse to spin the car yourself while the camera circles it, giving you full control over the view.
    • The showroom keeps its own dark night aesthetic instead of switching to the light garage theme, so the vibe stays consistent.

    Project Reborn 1.6

    By @zag. Published 2026-10-10. Last updated 2026-10-19.

    Counter-Strike 1.6 reborn: de_dust2, fy_snow, awp_india, paintball and a 35hp knife arena. Bomb rounds and deathmatch, real 1.6 guns, bots on both sides, up to 12v12. CONTROLS: WASD move, mouse aim, left click fire, right click scope or alt attack, R reload, Space jump, C crouch, Shift walk, E use/plant/defuse, 1-5 weapons (5 = C4), Q last weapon, G drop, B buy menu, M team, H scores, T chat, Y team chat, O options, P pause.

    Categories: Shooter, Strategy, Action, good with friends, actually hard, multiplayer.

    Reviews: 100% loved it · 5 votes · 7 reviews and replies · 17 likes · 297 plays.

    Released 2026-10-10. 12 updates since release, the newest 2026-10-19.

    Earlier update: Gun Game Tour (2026-10-15)
    • Gun Game now rotates through three maps: gg_os_arena, gg_os_palmdust and gg_onestrike
    • Bots climb ladders and roam the rooftops
    • Glock single shots and burst fire each have their own animation
    • Ladders grab you as soon as you walk into them
    • New volume sliders for guns, radio and chat

    Painters & Hunters

    By @flips. Published 2026-10-21.

    16 pintores se pintam da cor das paredes. 2 caçadores têm 3 minutos pra achar todo mundo.

    Categories: Party Game, Social.

    Reviews: 0% loved it · 2 votes · 2 reviews and replies · 0 likes · 3 plays.

    Released 2026-10-21. No updates since release yet.

    Freaks Casino

    By @zajaccount. Published 2026-10-21.

    A 1v1 dice duel where house rules change every round and trick cards cheat the dice.

    Categories: Party Game, Strategy.

    Reviews: 0% loved it · 1 vote · 1 review or reply · 1 like · 7 plays.

    Released 2026-10-21. 2 updates since release, the newest 2026-10-21.

    Earlier update: Ticket Night (2026-10-21)
    • Winnings print as a long strip of cash-out tickets that runs off the table.
    • Lock now holds only until your next turn.
    • Click a die to pick it up, slide it along your row, click again to set it down.
    • Bank all five rules and your leftover tokens burn. Your rival plays on.

    Unknown Variable

    By @flipchar. Published 2026-10-21.

    Wake up, the city needs you.

    Categories: Shooter, Action, actually hard, beautiful, solo.

    Reviews: 100% loved it · 1 vote · 1 review or reply · 1 like · 11 plays.

    Released 2026-10-21. 1 update since release, the newest 2026-10-21.

    Newest update: Six New Trophies (2026-10-21)
    • Airspace Defender: drop a drone with one arbalest bolt.
    • Dogfight: kill a Jumper mid-flight while you're airborne too.
    • The Floor Is Lava: stay off the ground for a full minute.
    • Hard Limit and Batch Delete: a kill at the edge of range, and four shells down in one second.
    • Scrapyard: put down 100 shells.

    Super Fast 1992

    By @jure. Published 2026-10-21.

    Spin the wheel, grab the wheel: 16-bit sunset races through traffic over coast, mountains, meadows and forest, against friends or bots.

    Categories: Racer, Driving, Action, good with friends, beautiful, multiplayer.

    Reviews: 100% loved it · 1 vote · 1 review or reply · 1 like · 5 plays.

    Released 2026-10-21. No updates since release yet.

    Toon Soccer

    By @survival. Published 2026-10-21.

    Six fantasy races, one ball. 3v3, 6v6 and 11v11 against smart AI or your friends.

    Categories: Sports, Party Game, good with friends, funny, multiplayer.

    Reviews: 0% loved it · 3 votes · 3 reviews and replies · 0 likes · 7 plays.

    Released 2026-10-21. No updates since release yet.

    SpawnPhobia

    By @yisfitt. Published 2026-10-21. Last updated 2026-10-22.

    Caza de fantasmas cooperativa: entra en la granja abandonada, reúne pruebas y nombra al fantasma antes de que te encuentre.

    Categories: Horror, Adventure, good with friends, multiplayer.

    Reviews: 66% loved it · 3 votes · 3 reviews and replies · 3 likes · 17 plays.

    Released 2026-10-21. 15 updates since release, the newest 2026-10-22.

    Newest update: Cámara en mano (2026-10-22)
    • La cámara de vídeo se lleva en la mano: el cuerpo al lado y la pantallita se abre al sacarla, con lo que ves en directo.
    • Visión nocturna solo en la pantallita y solo mientras grabas.
    • Mantén T para elegir hacia dónde mira lo que colocas: apunta tus cámaras a la puerta exacta.
    • La linterna alumbra desde la mano izquierda.

    Blade Ball

    By @forge_fox_38. Published 2026-10-21. Last updated 2026-10-22.

    Parry the red ball. It speeds up every hit. Last one standing wins.

    Categories: Action, Arena Brawler, Party Game, good with friends, actually hard, multiplayer.

    Reviews: 66% loved it · 3 votes · 3 reviews and replies · 3 likes · 5 plays.

    Released 2026-10-21. 1 update since release, the newest 2026-10-22.

    Newest update: Spam Parry & New Arenas (2026-10-22)
    • Parry has no cooldown now: mash it as fast as you want
    • Two new arenas to vote for: Lava Pit and Neon City
    • The lobby has four vote pads, one per map
    • Shop buttons fit phone screens better

    wave_war

    By @pash305. Published 2026-10-21. Last updated 2026-10-22.

    Hold the salt-flat outpost against endless soldier waves with an AK and a Desert Eagle. Solo, or bring a friend.

    Categories: Shooter, Action, Survivors, good with friends, actually hard, solo, multiplayer.

    Reviews: 100% loved it · 3 votes · 3 reviews and replies · 3 likes · 8 plays.

    Released 2026-10-21. 4 updates since release, the newest 2026-10-22.

    Newest update: Juggernauts, English & heavy guns (2026-10-22)
    • English interface by default (RU/EN switch in the B menu). Bosses: robot Juggernaut every 5 waves (Winter Soldier on the factory map), tougher, fires from the chest, glows bright red. Wave rewards: armor at 10, bigger with 150 HP at 20, a 100-damage kick on V at 25; soldiers get 150 HP from wave 30. Ultra badge at wave 6. Minigun carried at the hip, Negev and butterfly visible in hand to everyone, butterfly strikes animate. Soldiers path around walls, no bots during the vote, longer map/difficulty vote.

    Paint Gun at Forest

    By @vovafromttav. Published 2026-10-21. Last updated 2026-10-22.

    Pink vs teal paintball in the pine woods. Three hits and you're splatted.

    Categories: Action, Arena Brawler.

    Reviews: 0% loved it · 2 votes · 3 reviews and replies · 2 likes · 5 plays.

    Released 2026-10-21. 3 updates since release, the newest 2026-10-22.

    Newest update: Gun Rack (2026-10-22)
    • ["New gun: the MP-29 PaintBall, a full-auto paint SMG with a 45-ball drum, 20 coins at your camp shop rack","New gun: the Spray Gun, a paint sprayer that hoses a mist cone and melts anyone close, 15 coins","SWAP button (Q) cycles through the guns you own, each keeps its own paint","New power-up: INVISIBLE turns you into a faint ghost for 8s, and bots lose track of you","Covered bridges over the gully, posters on the cabins, and lighter coins for smoother play on phones"]

    Spawn Pixels

    By @djdef1le. Published 2026-10-21. Last updated 2026-10-22.

    A giant shared pixel canvas that never forgets. Paint together, dance under it.

    Categories: Social, Sandbox, Cozy, Shooter, good with friends, beautiful, multiplayer.

    Reviews: 100% loved it · 3 votes · 3 reviews and replies · 5 likes · 8 plays.

    Released 2026-10-21. 13 updates since release, the newest 2026-10-22.

    Earlier update: The Trophy Case (2026-10-22)
    • Tap the 🏆 button under Paint to open your trophy case
    • Ten pixel-placing trophies, from 100 all the way to 100,000 pixels
    • Trophies for paintball splats and for finishing paint-by-number guides
    • A trophy card and confetti pop up when you earn one

    Medieval Fate

    By @poisoncode. Published 2026-09-24. Last updated 2026-10-22.

    Un dominio por jugador, facciones propias y reparto de trabajadores en un mundo de estrategia feudal en construcción.

    Categories: Strategy, City Builder, MMO, good with friends, actually hard, beautiful, multiplayer.

    Reviews: Positive · 92% loved it · 14 votes · 41 reviews and replies · 57 likes · 11,372 plays · 19 playing right now.

    1,026 updates since release, the newest 2026-10-22.

    Shoguns Return

    By @gaba. Published 2026-10-16. Last updated 2026-10-22.

    Shoguns reconstruido desde la base, dominio por dominio.

    Categories: Strategy, MMO, Sim, actually hard, multiplayer.

    Reviews: 100% loved it · 5 votes · 6 reviews and replies · 16 likes · 3,171 plays · 17 playing right now.

    Released 2026-10-16. 23 updates since release, the newest 2026-10-22.

    Earlier update: Tus ejércitos en su sitio (2026-10-22)
    • Historial de batallas: cada informe tiene «Copiar código» y «Copiar enlace».
    • Arriba del historial, pega un código o enlace en «Abrir batalla» y se abre ese informe.
    • Al reiniciarse el servidor, una provincia ya no puede volver a empezar de cero.
    • Ya puedes poner escoltas antiveneno a tus ejércitos.
    • Al reiniciarse el servidor, una provincia ya no puede volver a empezar de cero.
    • Ya puedes poner escoltas antiveneno a tus ejércitos.
    • Reclutar con Max ya no se rechaza cuando la población cambia unos segundos: recluta lo que haya al confirmar.
    • Herramienta interna para devolver a una provincia lo que perdió en un reinicio.

    Dust 2 DM

    By @tiger. Published 2026-09-28. Last updated 2026-10-08.

    Free-for-all on a sun-bleached Dust: AK, Glock, knife. Drop in, first to 35 wins.

    Categories: Shooter, Action, good with strangers, actually hard, multiplayer.

    Reviews: Mixed · 50% loved it · 12 votes · 38 reviews and replies · 1,133 likes · 47,315 plays · 8 playing right now.

    Released 2026-09-28. 4 updates since release, the newest 2026-10-08.

    Newest update: Buy Menu Live (2026-10-08)
    • Open the buy menu with B during spawn immunity to pick your primary, pistol, Zeus, and grenades from a grid like CS2's.
    • Your chosen loadout saves across lives — swap columns with number keys 1–5, then pick a cell with 1–5 again.
    • An agent stands beside the buy menu holding the gun under your cursor, so you see what you're about to buy.
    • Decoy grenades join the arsenal: throw one to fake your position while you flank.

    Sniper Arcade

    By @mindoftears. Published 2026-10-07. Last updated 2026-10-21.

    Blocky snipers, one shot each. Earn, trade and flex your rifles.

    Categories: Shooter, Arena Brawler, good with friends, actually hard, beautiful, multiplayer.

    Reviews: Positive · 100% loved it · 14 votes · 17 reviews and replies · 36 likes · 824 plays · 3 playing right now.

    154 updates since release, the newest 2026-10-21.

    Earlier update: New Skin Tags (2026-10-20)
    • New skins sit at the top of your inventory right under your equipped rifle, with a wiggling NEW tag until you click them.

    Clockwork Rogue

    By @zook123. Published 2026-10-05. Last updated 2026-10-20.

    Steal the night. Pick your thief, vault off the rooftop and fight through endless clockwork waves in a moonlit canal town. Grapple across roofs, crack slot-machine chests, charge moon shrines for wild boons, and wake ten champions for mythic loot. Then find the portal and take down the Clockwork Owl. Solo or co-op.

    Categories: Survivors, Action, Adventure.

    Reviews: 100% loved it · 4 votes · 4 reviews and replies · 4 likes · 35 plays · 2 playing right now.

    Released 2026-10-05. 10 updates since release, the newest 2026-10-20.

    Newest update: Clean Heist Board (2026-10-20)
    • Beat the Panda and the Shark to unlock ten new thieves, locked ones stand blacked out on the rooftop
    • Page right on the thief screen and the camera pans to the far roof crews
    • The minimap now draws a traced map of every level
    • Moon shrines bless you only when the charge fills, no more E shortcut
    • The boss bar names the right boss, Panda and Shark included
    • The Greatest Heists board shows real thieves only

    Voxel Battleships

    By @hardcawcanary. Published 2026-10-06. Last updated 2026-10-20.

    Take the helm of a destroyer, cruiser, battleship, submarine or carrier and lead your fleet to total naval dominance.

    Categories: Action, Strategy, good with friends, actually hard, multiplayer.

    Reviews: 75% loved it · 8 votes · 10 reviews and replies · 8 likes · 38 plays.

    Released 2026-10-06. 18 updates since release, the newest 2026-10-20.

    Earlier update: Kestrel Resupply (2026-10-20)
    • The Ice Run: once the freighter berths at Kestrel Station, bring your ships alongside and the station tops up their troops, dinghies, aircraft, mines, depth charges and missiles once each, at half the dock price.

    Bean Craft

    By @tictac. Published 2026-10-05. Last updated 2026-10-21.

    Mine, craft and survive together on a candy archipelago in the Bean universe.

    Categories: Sandbox, Cozy, good with friends, beautiful, multiplayer.

    Reviews: 50% loved it · 6 votes · 7 reviews and replies · 3 likes · 269 plays.

    Released 2026-10-05. 18 updates since release, the newest 2026-10-21.

    Earlier update: Play It Anywhere (2026-10-16)
    • Bean Craft now plays right inside a post on X: drag to look, compact hotbar and crafting window.
    • A quicker arrival flyover when you open it in a post.
    • A new trailer: mining, building and crafting at noon.

    Need for Spawn

    By @chucky. Published 2026-10-14. Last updated 2026-10-19.

    Build your street car in an underground garage, then run it hot on the night test track.

    Categories: Driving, Action, good with friends, beautiful, multiplayer.

    Reviews: 100% loved it · 6 votes · 7 reviews and replies · 16 likes · 203 plays.

    Released 2026-10-14. 6 updates since release, the newest 2026-10-19.

    Newest update: Street Jobs Encore (2026-10-19)
    • Replay any street job you've cleared and climb its leaderboard
    • BEAT DROP has three songs, each with its own ranking
    • HOOP STREAK has farther spots and the same hold-and-release shot as the free ball
    • RAMEN RUSH: grab bowls with E at the chef's counter, carry them in your hands, beat a tighter clock
    • KITSUNE now has a time limit, and Your Garage sits inside your player card

    Last Barricade

    By @alexis_is_french. Published 2026-10-18.

    Hold the village square. Build barricades. Survive the horde.

    Categories: Survivors, Tower Defense, Roguelite, good with friends, actually hard, solo, multiplayer.

    Reviews: 100% loved it · 3 votes · 3 reviews and replies · 3 likes · 29 plays.

    Released 2026-10-18. 2 updates since release, the newest 2026-10-18.

    Newest update: Solo Sieges (2026-10-18)
    • Play alone: the menu has a private Solo siege nobody else can join.
    • Your last five runs now show beside the menu, with the round and wave you reached.
    • Open sieges and Join still drop you in with up to two friends.

    Hold the Fort

    By @howieduhzit. Published 2026-10-18. Last updated 2026-10-22.

    Four neighbors, four homes, one block to hold. Fight, build, repair and survive the waves.

    Categories: Action, Tower Defense, Party Game, good with friends, funny, multiplayer.

    Reviews: 100% loved it · 3 votes · 3 reviews and replies · 5 likes · 11 plays.

    Released 2026-10-18. 2 updates since release, the newest 2026-10-22.

    Drone Storm

    By @drjest. Published 2026-10-08. Last updated 2026-10-10.

    Hold the range in a tracked UGV with a Mk19 while wave after wave of kamikaze drones comes in. Play alone or crew up with up to seven other tanks, and grab supply crates for 20-second boosts.

    Categories: Shooter, Action, good with friends, actually hard, multiplayer.

    Reviews: 100% loved it · 5 votes · 5 reviews and replies · 9 likes · 58 plays.

    Released 2026-10-08. 20 updates since release, the newest 2026-10-10.

    Newest update: All-Time Boards (2026-10-10)
    • Leaderboards now track your best rounds across all matches, ranked by kills and time.
    • Only rounds where you earned score make it to the boards — solo runs with zero kills stay off the list.
    • Your position on the boards updates as you play, and the tables split by match size and platform.
  • @chizkeykkk replied 2026-09-28: “@gaba I'll be looking forward to that. Right now though I'm really trying to figure how I could run things properly 😂”
  • @makeriffic · 2026-09-24 · played 4 hrs 28 min · 2 hearts: “I'm on rank 40 now, and I want to compete and progress higher possibly in the top 10 someday. I am just upgrading my buildings massively but they take a long time so I'll come back another day after the upgrades are done!”

  • @vladtheimpaler · 2026-09-23 · played 2 hrs 18 min · 2 hearts: “Hey bro! The game is beautiful, i love the features. But the game is confusing for me. Definetly need more instruction on the game.”

  • @vladtheimpaler · 2026-09-22 · played 7 min · 1 heart: “This game is amazing! it's a very immersive game! me and my friend loves to explore the jungle! hahhaha I love being a cheetah! I'm so fast!”

  • @laurence1 · 2026-09-22 · played 23 min · 1 heart: “I genuinly love the game like I'm totally in the apex predator xD. I only seen this one in Geographic Channel xD. I was literally having fun! Can't wait for the future updates and fixes of this game!”

  • @yujiro · 2026-09-22 · played 36 min · 1 heart: “Yoo! Nice game! It really feels like living as a cheetah, especially with the speed and the ability to climb trees. It makes exploring the environment more fun and immersive. One quick piece of feedback, though: my character appeared completely white compared to my friend’s character, so it might be worth checking the character textures or colors.”

  • @lego · loved it · 2026-10-19 · played 16 min: “I love the ASCII art style! The game looks great imo. Tho my current quest, "Pelts for the Bellows" isn't counting. Is it RNG or are you still working on that quest and adding more?”

    • @smallzero (maker) replied 2026-10-20: “Was an error, fixed it”
    • @lego replied 2026-10-20: “I thought there were more quests now. Came to Amberfields Downs, but there's no mobs to slay, so I can't complete my quest”
  • @yzykyl · loved it · 2026-10-19 · played 9 min: “At first I was like "hmm this looks pretty weird". As I played on, I tried squinting my eyes and it made me go "ohhh I see". It actually looks pretty beautiful. This is such an interesting and unique visual style. Looking forward to playing more.”

  • @sunraku · loved it · 2026-09-28 · played 4 hrs 7 min · 1 heart: “Hey chucky! Love this game again haha. You used the names of the players here in spawn and that was totally unique. The card game is easy to understand. Maybe you can put a timer so that if someone is idle that would be a pass.”

    • @chucky (maker) replied 2026-09-28: “Yeah, thanks for the feedback”
    • @chucky (maker) replied 2026-09-29: “I forgot to add you lol! Adding you right now”
  • @larrielabs · loved it · 2026-09-28 · played 36 min · 1 heart: “The card designs are so colorful and fun! 🎴✨ I really like the variety of heroes, and I appreciate the tutorial since the visuals make the card mechanics easy to understand. I did have some trouble dragging cards during the tutorial sometimes.”

    • @chucky (maker) replied 2026-09-28: “thanks for the feedback, I will check it”
    • @larrielabs replied 2026-10-07: “Hey @chucky! Thanks! Came to visit again, and so far I haven’t had any more issues with dragging the cards during my gameplay. So happy I can play this smoothly now without any issues! 🥹✨”
    • @chucky (maker) replied 2026-10-07: “@larrielabs thanks!! I did many upgrades”
  • @yujiro · 2026-09-28 · played 18 min · 1 heart: “I really like the card designs and the futuristic battle arena! The different locations make each match feel interesting. I’m enjoying the strategy of choosing which cards to play next. Adding ability cards would be amazing too!”

    • @chucky (maker) replied 2026-09-28: “Thanks for the feedback, adding you as new character!”
  • @lego · loved it · 2026-10-12 · played 36 hrs: “Me love some trophies! Thanks! I thought I'd have to grind for those lol. Anyway, I really appreciate you listening to our bug reports and feedback, clarifying things, and working on improvements so quickly. I really enjoy this game so much!”

    • @chucky (maker) replied 2026-10-12: “Thank u Lego! fixing bugs is always my main goal”
    • @j · 2026-09-07 · played 31 min · 3 hearts: “so good! wonder if the main action after each should be retry or next?”

      • @majid (maker) replied 2026-09-07: “next appears after you complete a course, but I can add that too”
      • @majid (maker) replied 2026-09-10: “this was added, along with more UI updates”
    • @jeon · 2026-09-07 · played 50 min · 3 hearts: “Love the obstacle and the animation of the game the high jump and the slide and love the stages have different scenario what should i do, looking forward for more”

      • @majid (maker) replied 2026-09-07: “thx for the feedback!”
    • @makeriffic · 2026-09-11 · played 1 hr 43 min · 2 hearts: “Never knew this game could really get competititive with the run time lol. I have spent some quality time strategizing how to beat kindislandaa476 on the first light. It was very satisfying to get the top record haha.”

      • @majid (maker) replied 2026-09-11: “🔥 congrats, that level is competitive”
      • @horse replied 2026-09-11: “you have more work to do :)”
    • @makeriffic · 2026-09-10 · played 1 hr 43 min · 2 hearts: “Yo, I really like these courses, and there are so many to choose from! I have chosen the last one which is City Symphony and I really enjoyed all the wall climb lol I was so smooth with it. Looking forwarrd to be finishing it all and possibly set a leaderboard record myself!”

      • @majid (maker) replied 2026-09-10: “appreciate it and glad you enjoyed 🙏”
    • @mistarpudding · 2026-09-09 · played 18 min · 2 hearts: “animations are looking very solid and smooth. its literally a complete package for a parkour game. i really love the wall runs and the slides, they look sick! i had issues with mantling, specifically with the medium height edges (the orange ones). they seem to be inconsistent, as if theres a certain range where mantling only happens when you jump from there. failed a lot of my jumps because of that. overall, still a solid parkour game, had lotsa fun!”

      • @majid (maker) replied 2026-09-09: “thx for feedback will look into that”
      • @majid (maker) replied 2026-10-08: “should be fixed but lmk if any more issues!”
    What players say
    • @sunraku · 2026-09-28 · played 1 hr 20 min · 1 heart · shown first by the maker: “Wow bro! I am still exploring the game and I am amazed with it. Its good that there is a tutorial which is a big help. The AI battle, I tried it and seems like the fight should be the one who strike first is the winner. Love the match setting, socool”

      • @chocopuff (maker) replied 2026-09-28: “Thank you! More modes to come please check out all the swords”
    • @neitantei · loved it · 2026-09-28 · played 5 min · 1 heart · shown first by the maker: “The mechanics are awesome! It feels like playing chess, but one mistake can cost you the whole game. The controls work well, though I experienced some lag while playing. I’d love to see the gameplay run a bit smoother.”

      • @chocopuff (maker) replied 2026-09-28: “Thanks so much for trying it out! I just put in an update that runs all bot fights locally, so there should be no lag anymore unless you're playing with real people!”
      • @neitantei replied 2026-10-19: “@chocopuff Yoooo, there have been so many improvements since the last time I played! I'm loving it!”
      • @chocopuff (maker) replied 2026-10-19: “@neitantei thanks for sticking around! Try both the bosses!”
    • @vladtheimpaler · 2026-09-28 · played 29 min · 1 heart · shown first by the maker: “Brother, the game looks like a souls game. The overall appearance of the game is what I like. it looks and feels like a console game :)”

      • @chocopuff (maker) replied 2026-09-28: “Thanks man that is the vibe! going to be including lots of little lore hints to find”
    • @parz1val · 2026-09-27 · played 21 min · 1 heart · shown first by the maker: “It’s my first game, and you were my first enemy T-T. Unlucky! Anyways, the game is really fun and the mechanics feel good, but I’m having a hard time timing the parry.”

      • @chocopuff (maker) replied 2026-09-27: “Thanks! A lot of it is due to spawn servers, and being further away makes it harder! I tried to put as much lag forgivness i could in there :)”
    • @yzykyl · loved it · 2026-10-13 · played 1 hr 7 min · shown first by the maker: “This combat is amazing! I've developed a style that I've tested on the bots and it works. I'll try it vs another player if I get a chance. BTW are the armors and other swords purely cosmetic? I also love the lore behind it all. Awesome game!”

      • @chocopuff (maker) replied 2026-10-13: “Your review means a lot! I'm glad you enjoyed it. Armor and swords are purely cosmetic to keep things fair in PvP, although im not opposed to putting things in for PvE (especially since we have bosses and upcoming horde mode)”
      • @yzykyl replied 2026-10-18: “Yep, I can see now why it's a bad idea to fight bosses half-naked after dying to Ignis like 15 times LOL. Still beat him though, just me, my sword, and my unlimited retries hahaha. The story and PvE seems super promising so far!”
      • @chocopuff (maker) replied 2026-10-18: “@yzykyl congrats! You're the second person to beat him! Now to beat Elsa...”

    Games by @rickrol

    1 game here, as of 2026-10-22 22:08 UTC: 16 plays, 2 likes, 3 reviews and replies and 4 updates from their makers; 1 game was updated in the last day.

    АДСКОЕ ТРИО

    By @rickrol. Published 2026-10-20. Last updated 2026-10-21.

    Три героя, одна адская арена. Стреляй, руби, телепортируйся, выживи.

    Categories: Action, Arena Brawler, Shooter, good with friends, actually hard, multiplayer.

    Reviews: 66% loved it · 3 votes · 3 reviews and replies · 2 likes · 16 plays.

    Released 2026-10-20. 4 updates since release, the newest 2026-10-21.

    Newest update: Выход с подтверждением и смена на базе (2026-10-21)
    • Третья фраза на каждую кнопку у всех героев и скинов. Перед выходом из арены спрашивает «точно выйти?». В захвате флага на своей базе героя можно сменить сразу, без смерти.
    Earlier update: Разлом: фразы и классы (2026-10-21)
    • Захват флага: круг фраз на Y с репликами под каждого героя и скина, по две фразы на кнопку. Праймы злее, ориг Депич по-испански. Смена героя в захвате снова убивает, 10 секунд до возрождения. Табло на J, смена команды на U, флаг падает, если несущий теряет половину хп.
    Earlier update: Ориг Депич и новый выбор героя (2026-10-21)
    • у портного новый скин Ориг Депич. на выборе героя видно надетый скин, у каждого героя свой фон: техас, вода, космос, газ. ориг депич и король похоти убраны из волн и границы, в хабе портрет ковбоя
    Earlier update: Свайп и барабан (2026-10-20)
    • На телефоне оружие листается свайпом по полоске сверху, тап берёт нужное
    • У Депича патроны видны в барабане при перезарядке
    • Голоса героев теперь звучат вместе с игроком на бегу
    • Волны легче идут на телефонах: меньше огня, дыма и следов
    • Исправлена ошибка при первых выстрелах
    What players say
    • @flickaboo · loved it · 2026-10-22 · played 16 min: “Rickroll is so fun to play! 😂 Teleporting around, switching between a machete, katana, and fists, then pulling out dual revolvers for his ultimate? That's a whole arsenal in one character! 🔥”

    • @sunraku · loved it · 2026-10-20 · played 6 min: “Hey bro! you have a sick game here! I really like the gameplay and movements execution in the game. The heroes looks cool. It would be great if you could provide english language for this.”

      • @rickrol (maker) replied 2026-10-21: “Alright, I’ll add an English version today, and you can look for Easter eggs in the game modes.”
    • @neitantei · needs work · 2026-10-20 · played 2 min: “I like the gameplay, character skills, and smooth controls! Unfortunately, I couldn't fully understand the game because it's not in English. Please consider adding an English translation so more players can enjoy it. 😊”