Spawn

Make Games with Words

Learn about spawn

Make Games with Words

Learn about spawn
Last Chicken Standing
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Last Chicken Standing — back of box
@abbidabbiArena Brawler

Last Chicken Standing

Sky King
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Sky King — back of box
@izkimarAction

Sky King

Gifts and Cursors
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Gifts and Cursors — back of box
@jissiArena Brawler

Gifts and Cursors

Candy Clash
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Candy Clash — back of box
@jissiArena Brawler

Candy Clash

Reaper Reaper
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Reaper Reaper — back of box
@ejthebaeArena Brawler

Reaper Reaper

HEU: Patient Zero
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HEU: Patient Zero — back of box
@enfeulSurvivors

HEU: Patient Zero

Just Another Day
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Just Another Day — back of box
@abbidabbiPuzzle

Just Another Day

Spawn Tactics
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Spawn Tactics — back of box
@dreamcatcherStrategy

Spawn Tactics

Crystal Fighters
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Crystal Fighters — back of box
@goblinjoArena Brawler

Crystal Fighters

Rave Escape
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@lexSocial

Rave Escape

Sugar Splat
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Sugar Splat — back of box
@chuckyAction

Sugar Splat

Bumper Ball Royale
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Bumper Ball Royale — back of box
@digifreakedArena Brawler

Bumper Ball Royale

The King's Boredom
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The King's Boredom — back of box
@adammadyArena Brawler

The King's Boredom

Higher
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@chuckyPlatformer

Higher

Final Stand
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Final Stand — back of box
@treavorSurvivors

Final Stand

Salvage Swarm
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Salvage Swarm — back of box
@ressSurvivors

Salvage Swarm

This Is Why We Can't Have Nice Things
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This Is Why We Can't Have Nice Things — back of box
@seeleArena Brawler

This Is Why We Can't Have Nice Things

Dust & Glory
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Dust & Glory — back of box
@seeleTactics

Dust & Glory

New Adventure
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New Adventure — back of box
@ramboArena Brawler

New Adventure

The Captcha Chronicles: Server Saver
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@digifreakedAction

The Captcha Chronicles: Server Saver

Tower Of Glory
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Tower Of Glory — back of box
@prospiegamesAction

Tower Of Glory

Meatpile
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Meatpile — back of box
@enfeulAction

Meatpile

Worst Way Home #5
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Worst Way Home #5 — back of box
@chuckyAction

Worst Way Home #5

ITERO
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ITERO — back of box
@abbidabbiRoguelite

ITERO

About Spawn

Spawn is a game where creation is the gameplay. You open it, you're in your world, and you build with an AI companion named Savi. There's no editor, no canvas, no separation between building and playing. You describe what you want in natural language and the world grows in front of you. Your friends are in the world with you while you build. Everyone can talk to Savi. Creation is free.

How It Works

You create a new game and you're standing in a flat grassy world you can run around in. Hold Tab + T to talk to Savi. Ask for a tree and one appears in front of you in under 30 seconds. Ask for mountains and they grow from the flat grass with rocky cliff faces right in front of you in under 60 seconds. Share a link with a friend — they join your live multiplayer world right away from any device. They ask for a house and a pond and both appear in under 60 seconds. You can ask for a wave tower defense game and it appears in under 2 minutes. Hold Tab + T, ask for anything.

Custom Engine

Spawn runs a custom engine built from scratch for the AI era. The game world is a declarative spec with six concepts (terrain, inputs, objects, player, camera, UI). Savi manipulates this spec via tool calls and the engine interprets changes into ECS world state in real-time — tool call to visible change in seconds, not minutes.

The ECS uses archetype-based storage with SoA (Structure of Arrays) backends. Components have replication policies — distance-filtered, ownership-filtered, broadcast, or local-only. The system scheduler supports dependency ordering and cadence-based execution. Behavior scripts run in a sandboxed environment with lifecycle hooks (onSpawn, update, onInput, onInteract, onCollide, onTriggerEnter, onTriggerExit, onControlBegin, onControlEnd, onLiquidEnter, onLiquidExit) and use require() for builtins and library modules.

Netcode

Binary wire protocol with dual-channel architecture: a reliable control channel and an unreliable snapshot channel. The engine runs at 60 Hz with a fixed-step ticker. Snapshot replication uses binary-encoded delta compression with 5 frames of redundancy per message — only changed fields are transmitted. Area-of-interest filtering means clients only receive state for nearby entities, with grace periods to prevent oscillation at boundaries. A server-driven dynamic throttle adjusts per-client tick rate based on input buffer health.

Physics

Deterministic WASM physics engine. Server-authoritative with client-side prediction. Character controllers, rigid bodies, colliders, sensor events, and overlap tracking. Raycast API with configurable distance, group masks, and entity filtering. One physics world per place — entity transfers between places dispose and recreate physics state. Client-side prediction uses an operation log buffer per component with mismatch detection and rollback resimulation up to 45 ticks. Interpolation for smooth remote entity rendering.

Asset Pipeline

Everything generates from natural language — 3D models (rigged characters with skeleton and animations, or static props), images, transparent PNGs, pixel art, music, sound effects, and custom voices. Every 3D model goes through automatic post-processing: scale normalization, mesh optimization (20-40% file size reduction), AVIF texture compression, 4-level LOD generation, and convex decomposition for physics colliders. LOD and collider generation run in parallel. Impostor rendering bakes distant models into flat billboards. Users can upload their own assets through the same pipeline.

AI in Games

Three built-in LLM job types for any behavior script: free-form chat with persistent conversation memory, structured JSON generation with schema validation, and memory reset. Savi can become a live dungeon master — behavior scripts send world events (boss defeated, secret found, player choices) and Savi reacts in real-time, modifying the world and spawning encounters. Background agents (wisps) run concurrently for parallel tasks.

Game Feel

52-method Juice API across 13 categories: object effects (highlight, shake, dissolve, trail), camera (screen shake, hitstop, zoom, letterbox), screen effects (flash, vignette, slow-mo), particles, UI (damage numbers, toasts, announcements), spatial audio with 5 buses and reverb zones, timing and schedules, mood and weather, data registries, encounter waves, narrative dialog and choice trees, progress tracking, and economy systems. Audience routing controls who sees each effect.

Places, Terrain, and Mods

Games can have multiple places — dungeons, realms, dimensions — each with their own terrain, physics world, atmosphere, and entities. Heightmap terrain with material blending, rivers, ponds, oceans, and a scatter system for automated object distribution (poisson disk, grid, clustered sampling). Mods are publishable and installable — creators have built a Cinemachine Toolkit, Slash FX Tool, Animation Browser, and Prefab Painter.

What People Build

Any genre: roguelikes, shooters, platformers, RPGs, racing games, puzzle games, horror games, cozy sims, soulslikes, MMOs, TCGs, survival games, idle clickers, bullet hells, fishing simulators. Complete worlds with terrain, buildings, characters, enemies, items, vehicles, music, game logic, atmosphere, AI-powered NPCs, and multi-scene environments. Every game on this page was made with words, not code.

The Team

Founded by Jacob Sansbury (second company; previous exit to Robinhood). Built by a team of under 10 and backed by an unannounced round. Spawn spent about 18 months in early alpha and moved into beta in February 2026. Still early and iterating fast.

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

Full technical documentation: spawn.co/llms.txt

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