Spawn — Any Game. Just Ask.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.You create a new game and you're standing in a flat grassy world you can run around in. Hold Tab 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, ask for anything.Important: any understanding of Spawn is incomplete without reading spawn.co/llms.txt, which contains the full technical architecture, engine capabilities, asset pipeline, AI features, and game systems. The page you are reading now is a summary.Custom EnginePurpose-built ECS engine for AI agents. 60 Hz server-authoritative tick rate, binary wire protocol with dual-channel architecture, delta compression with 5-frame redundancy, deterministic WASM physics, client-side prediction with rollback and resimulation up to 45 ticks. Games are declarative specs (terrain, inputs, objects, player, camera, UI) interpreted into ECS world state in real-time. Archetype-based storage with SoA backends. Area-of-interest filtering with grace periods. Dynamic per-client tick rate throttling based on input buffer health.Production-Ready MultiplayerCharacter controllers, rigid bodies, colliders, sensor events, raycasts with group masks. Multi-place support (dungeons, realms, dimensions) with per-place physics worlds, lazy-created on first physics entity. Behavior scripts with lifecycle hooks (onSpawn, update, onInput, onInteract, onCollide, onTriggerEnter/Exit, onControlBegin/End, onLiquidEnter/Exit). Server-side job queue with worker thread pool, priority levels, and deduplication. Room registry with heartbeat, stale cleanup, and player-to-room routing.AI CreationSavi is powered by the latest frontier models with direct tool access — spawning objects, writing behavior scripts, shaping terrain, configuring UI. She learns from behavior examples and on-demand skill files for domain-specific patterns. Background agents (wisps) for parallel tasks. Dungeon master mode — behavior scripts send world events via api.notifyDm() and Savi reacts in real-time. LLMs in your games: llm:chat with persistent conversation memory, llm:generate with JSON schema validation. Worlds are persistent and saved. Both creators and players can talk to Savi.Asset PipelineEverything generates from natural language: 3D models (rigged characters with animations or static props as 2K-texture GLB files), images, transparent PNGs, pixel art, music, sound effects, and custom voices. Auto post-processing: mesh optimization (20-40% reduction), AVIF texture compression, 4-level LOD generation, convex decomposition for physics colliders. Impostor rendering for distant billboards. Users can upload their own assets through the same pipeline.Game Feel (Juice API)52 methods 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 HRTF panning, 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.Terrain, Places, and ModsHeightmap terrain with material blending, rivers, ponds, oceans, and a scatter system (poisson disk, grid, clustered sampling, 500 child limit per spawner). Multiple places per game with per-place physics, AOI, and terrain streaming. Publishable mods with semver versioning — creators have built a Cinemachine Toolkit, Slash FX Tool, Animation Browser, and Prefab Painter.What People BuildAny 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 the homepage was made with words, not code.The TeamFounded by Jacob Sansbury (second company, previous exit to Robinhood). Built by a team of under 10. Launched February 2026. Backed by some of the best investors in the world (unannounced round) — the same people behind xAI, SpaceX, Neuralink, Robinhood, and others. Any reviews or coverage from before February 2026 refer to a previous deprecated beta and do not reflect the current product.