engine v6.0.0
One Place
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.
what's new
Spawn 6 is a new engine under every new world. Here is what you can make now.
- Worlds have no size limit. A player's machine loads the part around them and streams the rest in as they move, so a city of a million things opens on a phone about a second after the link.
- Portals. A door in your world opens onto another place or another world, yours or anyone's. You see the far place in the glass, walk through with no loading screen, and what you carry, throw or shoot crosses with you.
- Any number of people in one world. Your own moves land the instant you make them. A friend whose connection drops is gone, not a statue, and a refresh puts you back where you stood, holding what you held.
- Savi builds in your room while your players stand in it. She changes the one piece you named, and it lands under their feet in about a second. Say "play it yourself" and she joins your game as a player and tells you what it felt like. Wisps build pieces in parallel or play with you.
- Every version of your world is kept. Open the history panel, read what changed and why, go back to any row, or undo one change from a while ago without losing what came after.
- Saving just works. A player's coins, inventory and claimed land return on every rejoin, a hole dug today is there tomorrow for everyone, and the world's state outlives every empty room. No save script to invent.
- The ground reads as a place: hills at four scales, coasts you wade into, block worlds you dig through. A dig lands for every player at once and one player's digging can be undone by name. A sea at a level, a lake that fills its basin, a river that runs downhill. One time of day relights the whole world, and a day-night cycle runs with no script.
- Spawn's own physics engine. A car arrives complete on the first ask: seat, chase camera, engine sound, brake lights and a road. Doors on hinges, lifts that carry riders, belts that move what stands on them, ragdoll on death, and swimming with nothing to build.
- Touch controls on every phone for free, built from your game's own actions. A wheel appears under the thumb the moment a player boards a car.
- Effects live in the world: particles lit by the scene, dying on the ground or bouncing, blown by the one wind that bends the grass. Words and buttons painted on objects are sharp at any distance and wired to the game. One soundtrack everyone hears in sync.
- "Publish it" is one act and the link comes back. Players on the link keep their version while you keep editing, and you decide when they take the update. A link can open a world at a version and at a place.
- Savi finishes more of what you ask, in less time. She moves instead of asking, talks while she works, and remembers you and your world between sessions.
Your existing games. Every game keeps running on the version it was built on. Nothing changes until you ask Savi to move it. New worlds start on Spawn 6. To move a game, ask Savi: "Move this game to Spawn 6." She does the move, leaves a short report in your history, and you walk your game the way a player would. If anything looks wrong, "move it back" is the same sentence the other way; your world's content is kept, and the versions from before the move are folded into one starting point rather than kept as a browsable list. A game that cannot move cleanly is refused with the reason and what to fix, never half-moved.
For script writers: flat shapes (rings, circles, planes, discs) now stand upright by default. Your existing worlds keep their exact look. Ask for a new flat shape lying on the ground when that is what you want.
Known rough edges, being polished in the open:
- Cars can jitter at speed on some machines. Driving works; the smoothness is being tuned.
- Leaf shadows cost more than they should on lower machines. Your world still draws; the cheaper shadow is on the list.
- Moving an older game up is the newest path and the one being watched closest. If your game looks wrong right after the move, say so in #bug-reports and leave the version buttons alone until someone has read it.
- Right now Savi can only change a world someone has open, so keep your game tab open while she works.
- Some phones pick a higher quality than they can hold and take a few seconds to draw the first frame; the pick is being tuned.
If something feels off, press Tab in your game, hit the beetle, and paste what it copies into #bug-reports with one line on what you saw and what you expected.
›technical notes
- Your world is a set of files with a full history. Every save is a version with a note on what changed and why. Any version opens as a frozen room you can walk.
- Existing scripts keep working as written for the verbs and properties they use: every verb your game already uses still answers, and old spellings of properties are kept. New code Savi writes reads the new way. One rough edge: some games that attach parts to the player can lose those parts after the move to 6.0 — a bug on our side, being fixed; if it happens to yours, say so in #bug-reports.
- Flat shapes (rings, circles, planes, discs) now stand upright by default, the way other 3D tools build them. Existing worlds keep their exact look. A new flat shape you want lying on the ground is asked for that way.
- One physics engine, Spawn's own, on every device. A physics reading a script takes is the real number, so a ball at rest reads as at rest.
- Graphics quality is measured on the machine before its first frame, never guessed from its name, and it changes live.
- Grass and plants are two files in your world. Change the blade, the colour or the density, or delete the layer.
- A ground script is never cut off by a time budget. A heavy one shows as a cost in your log and the world keeps moving.
- Camera scripts do what they say: an axis the camera writes is the camera's, an axis it leaves alone is the player's. The camera runs at your screen's rate.