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start herewhat spawn isfaqfrequently asked questionsguidebring a game you already madethe betthe spawn bet

updates

engine v5.2Lume2mo agoengine v5.1Connection3mo agoengine v5.0For Real3mo agoengine v4.6Atelier4mo agoengine v4.5Surface Tension4mo agoengine v4.4Solid4mo agoengine v4.3Groovy4mo agoengine v4.2Continuum4mo agoengine v4.1Foundations4mo agoengine v0.1Genesis5mo ago
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Engine v5.2.23

August 12, 2026

A patch in the Lume line.

what's new

  • 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.
  • If a script's event listeners ever get marked dead (after an error storm), registering a new listener now just works — the old "dead ears" verdict can't silence fresh code anymore.
  • Fixed the bug where every world could render as a blank white screen (the August 8 incident) — the change that caused it never shipped to live games and is now fully removed.
  • "I reported this to the team" is now true in every kind of room — bug reports from every multiplayer room now reach the team.
  • When you summon Savi's builder body into a multiplayer room, she now arrives a polite conversational step away, facing you — never inside your face.
  • While a custom sky image is still generating or loading, the sky shows a pleasant placeholder color instead of going pitch black.
  • When a script sets a material property the engine doesn't understand (like three.js's map), the engine now says so once and suggests the right name — instead of silently ignoring it.
  • Scripts that import each other in a circle now get told exactly which files form the circle, instead of a generic compile error.
  • When Savi deletes objects that a behavior script spawns (minions, lamps, pickups), she now learns on the spot that the script will bring them back on the next room restart — so she edits the spawner script instead of leaving you a delete that silently undoes itself overnight.
  • Entering god mode (or hopping into a vehicle) while holding a movement key no longer leaves your character auto-running in that direction. Your game's own input handler gets one final "all keys released" frame when control moves away, so held-key state settles exactly like a real key release.
  • Shrinking an object with the built-in scale grip no longer flips into growing when you drag past its minimum — it holds at the minimum size until you drag back out. Growing feels exactly the same as before.
  • Going back to a place you'd left — lobby after a match, hub after a dungeon — now brings its scripts back listening. Menu buttons, referees, and anything else wired with api.on respond after the round trip instead of going silent until a page reload.
  • Swapping which script an object runs while nobody is in its place now takes full effect on the next visit — the old script's event handlers no longer linger on the object.
  • Objects parented to scaled objects (like pickup items on a scaled pile) no longer randomly grow — or jump position — when players move between places or the room re-syncs. They keep the exact size and offset you authored, every time.
  • You can freeze a character at an exact frame of an animation: mixer: { pose: { clip: 'Sit', speed: 0, time: 0.4 } } holds the 0.4-second pose instead of snapping to the clip's first frame — posed statues, card art, seated NPCs that sit HOW you posed them. Change time to re-pose; use it with normal speed to start a clip partway through.
  • Things you delete now STAY deleted after restarts. In multiplayer rooms, deleting an object from a script (or having Savi delete it) used to quietly un-happen the next time the room came back — the room's memory resurrected the ghost. Deletes are recorded for real now, no matter who or what does the deleting.
  • Editing your game from a phone in a multiplayer room now actually saves — before, those edits could silently vanish on reload.
  • The engine's helpful heads-ups (notifyDm messages and built-in warnings) now reach Savi from multiplayer rooms too — and if one fails to send, it says so in the logs instead of pretending it went through.