Skip to content
Work in progress. These docs describe Spawnite at launch, and some parts are still being built.

Is Spawnite right for you?

Topic In short
What it is A 3D web game engine in TypeScript and React, and the host for its games
Built for Building with a coding agent, such as Claude Code or Codex
Cost Free to build, publish and host, no time limit. Spawnite keeps 30 percent of net sales. Your agent is a paid service
What you keep Your code, art and sound, and 70 percent of net sales
The two conditions A game goes public only through Spawnite, and the engine is closed
If Spawnite stops You may run your games elsewhere, as the exit says
How new New. The engine has about 149,500 lines of TypeScript and 511 test files of its own, eight whole games ship as templates, and the license puts its commitments in writing (counted 2026-10-05). Plan on bringing your first players
Where players start You bring the first ones. With no audience: friends on the unlisted link, a game jam or a community you are in, the store once the game is public, and creator codes. With an audience: your followers open your link. Where your players come from
Your game’s numbers From the first player, for each version: players, sessions and how long they last, who came back the next day and the next week, rounds finished and purchases. Your agent reads them too. What you can see
Players under 13 No game is for them: a game’s youngest age band is 13+
Players far away Rooms run near Montreal. Each player’s own character still moves at once
A game built on it Holdfast: co-op survival for four, about 35,000 lines of TypeScript in 169 files (measured 2026-10-05), source in the public examples. Its page
Not in the engine Ragdolls, and levels of detail for distant models
Coming, with no date Gamepad input, a vehicle controller, an enemy that follows a path to a base, a turn system for board and card games, tile maps for 2D games, a UI layout editor, a catalog of kits, a list of rooms, a second region, and the phone and desktop apps

Who makes Spawnite says who is behind it and where to write. For your first players, a creator code pays people who send players to your game, and your followers open your link with nothing to install. What works and what is coming lists what is coming and where each part stands.

Your agent runs the game headless and reads the result. Five seconds of walking in the example game:

Terminal window
spawnite simulate --scene run --seconds 5 --keys w --fields wallet
Stepped 300 steps.
Hash 1865335933, stepped in 456 ms.
{
"1": {
"wallet": {
"coins": 3
}
}
}

The player, entity 1, ends the walk with all 3 coins in her wallet, so her character reached every one. How your agent works on your game shows the whole loop, and Get started starts your first game.

  • You build with a coding agent. Each tool is a command with text or JSON output, so your agent checks its work. Running, checking and testing your game need no editor open and no sign-in, so your agent does them from a terminal on Windows, macOS or Linux. Publishing signs in.
  • You code a little and know little about games. Characters, items, abilities, dialog, cameras and UI ship ready. The engine’s rounds() plugin ships as readable source you may copy into your game and change, and the templates spawnite add writes are MIT-0, as Plugins and License say.
  • You want progress that cannot half-save. In a room game, every player’s save moves to the same moment or none does, so an item one player hands another is in both saves or neither, as Saving progress says.
  • You want a look of your own. Your agent writes a shader as GLSL text and adds a post-processing pass of the game’s own. The game chooses its characters’ look: a VRM, a GLB or a shape.
  • You want to play with friends and run no server. A hosted room decides what happens. To play with just your friends, publish the game unlisted and share the link: only people with the link can join, and everyone with it plays in one room until it is full, on a computer or a phone, and a 13+ game needs no account. Once the game is public, a player can also open a private room for the people they invite and share its link; it runs while two or more players are in it. The room steps the game 60 times a second and decides what happens, and each player’s own character moves at once, ahead of the room, as Multiplayer says.
  • You want built-in selling. You keep 70 percent of net sales: what players spend, less tax, refunds and the payment fee. Each month’s earnings become payable 60 days after it ends, and you are paid through PayPal once your payable balance reaches $200. Earning from your game has the terms.

What a creator gets ready-made, by kind of game:

Kind of game Ready-made
Course or platformer A character that walks, runs and jumps, with coyote time and a jump buffer, and comes back where the game says, such as the last checkpoint it touched; follow and side cameras, pickups, trigger areas, and rounds that are timed or raced in laps
Party game with friends Rounds, rooms of 20 players by default and up to 50, voice chat, the unlisted link, which keeps the game to the people who have it and puts them in one room, and in a public game, private rooms a player opens for the people they invite
Survival or co-op Health and respawn, enemies that chase, weapons and abilities, as Holdfast shows. In a room, the room runs each character and judges each shot, as the paragraph under this table says
Tycoon or collection Saves that follow the player, a wallet, an inventory, and levels kept in the save
3D board or card game Drag and drop and rounds, and a card game at a 3D table against bots, as Crazy Eights shows, with turns it writes itself. A turn system is coming
Tower defense Weapons, health and rounds. Chase walks the navmesh toward the nearest controlled entity, so your agent writes the path enemies follow to a base. An enemy that follows a path is coming
2D game built from tiles Not yet: tile maps are coming

In a survival or co-op game played in a room, the room runs each player’s character from that player’s input and judges each instant shot where the shooter saw the target, so a changed client cannot run faster, teleport or hit what it did not aim at. A projectile flies in the room and hits where its target stands. A client still receives every character, so it can draw one hidden behind a wall.

If you want Use Why
To lay out whole scenes by hand in a visual editor Godot, Unity, PlayCanvas or Roblox Studio Spawnite’s editor runs inside your game and lays out its map, and your agent writes everything else, as the paragraph under this table says. There is no UI or animation editor
A game on Steam or the app stores, as your own app Godot, Unity or Unreal A Spawnite game is played on the web, through Spawnite
A game on a console Unity or Unreal The same, and a console needs its maker’s approval and tools whichever engine you use
To host the game yourself, or put it on your own website PlayCanvas, Babylon.js, React Three Fiber A game built on the engine goes public through Spawnite
An open-source engine Godot or PlayCanvas, or the three.js library Spawnite’s engine ships closed
A 2D game built from tile maps Godot or Phaser Spawnite is built for 3D. Tile maps are coming, with no date
The largest audience today Roblox Roblox has the players. Spawnite is new. Coming from Roblox puts what you know from Roblox beside its name here
Gamepad support, built in Godot, Unity, Unreal or PlayCanvas The engine reads the keyboard, the mouse and touch. Gamepad input is coming, with no date

Spawnite’s editor runs inside your game while you build it. You sculpt and paint the ground, set the sea, scatter trees and rocks, click models and simple shapes onto the map, and move, turn and scale them with handles, and Save writes them to the map’s file. Your agent writes everything else, including characters, items, rules and UI, and an inspector change to an entity lasts only once your agent writes it into the code.

Spawnite is a platform, as Roblox is, and not a library, as three.js is. You get the engine and its tools, hosted rooms, player accounts and a store at no charge. Payments are built in, and you keep 70 percent of net sales: what players pay, less tax, refunds and the payment fee. Games made on the engine are played on Spawnite, which is how the platform earns its 30 percent and pays for the rest.

That suits a game you want hosted, multiplayer and earning, with nothing for you to run. It does not suit a game you want to sell on Steam or serve from your own site.

  • A game built on the engine goes public through Spawnite. A link anyone can open counts as public. Publishing it elsewhere needs a written license.
  • You and your agent may read, step through and patch your copy of the engine to build your games. A plugin that ships as readable source may be copied and changed, and the copy stays under the Spawnite License.
  • You may not use the engine to build, train or test something that competes with the engine or with Spawnite, rebuild its closed parts as source, repackage it, run it as a hosting service, or serve a published game’s players from the development room.

The license has an exit. It opens if Spawnite publicly says it will permanently stop accepting or hosting games, or for 90 days in a row accepts no new games or versions or hosts no other creator’s game. Then you may make your games public anywhere and run the development room server for their players, on every version of the engine published before then. A ban on one creator does not open it. No later version of the license can narrow that, or add a royalty or fee.

A broken term ends your license only if you do not correct it within 32 days of a written notice, apart from knowingly redistributing the engine or building a competing product. If you leave, or if Spawnite stops has the details.

License explains each term; the text governs. What works and what is coming lists what is not there.