What works and what is coming
What a game can use
Section titled “What a game can use”| Part | Notes |
|---|---|
| The engine: scenes, entities, behaviours, physics, UI, cameras, saves | Build. The rounds() plugin ships as readable source to copy and change, as Plugins says |
| The CLI, the MCP server and the plugin for Claude Code and Codex | Connect your agent |
| Templates and the shared asset library | Templates, Assets |
| Running a scene with no window, playtests, screenshots, director mode | How your agent works on your game |
| Replay, in every game while you build it | A published game keeps no replay |
| The map editor, inside your game while you build it | Sculpt and paint the ground, set the sea, scatter trees and rocks, click models and simple shapes onto the map, move, turn and scale them with handles, and Save to the map’s file. Characters, items, rules and UI are code your agent writes, and an inspector change to an entity lasts only once it is in the code. A UI layout editor is coming |
| Hosted rooms | The room steps the game 60 times a second and decides what happens, and each player’s own character moves at once, as Multiplayer says. A cap of 20 players by default, which a game raises to 50, in one region near Montreal. Players join by the game’s link. To play with just their friends, a creator publishes the game unlisted and shares the link: only people with its link can join, and they all play in one room. In a public game, a player opens a private room for the people they invite and shares its link; it runs while two or more players are in it. No list of rooms to pick from |
| Voice chat in a room | For signed-in players, on a network that allows UDP |
| Publishing, versions, rolling back, the store page | Publishing |
| Accounts, guests, and progress that follows a player | In a room game, every player’s save moves to the same moment or none does. Saving progress |
| In-game purchases, payouts and creator codes | You keep 70 percent of net sales: what players pay, less tax, refunds and the payment fee. Earning from your game has the terms |
| Playing in a browser, on a computer or a phone | The way players play: the phone and desktop apps are coming, with no date yet |
What the engine does not do
Section titled “What the engine does not do”Plan around these, or pick another engine if your game depends on one:
- Ragdolls, and levels of detail for distant models.
- WebGPU with every look. It is experimental, and many of the engine’s looks are off under it.
- A game on Steam, a console, or your own website. A game goes public through Spawnite.
Limits
Section titled “Limits”| Limit | Value |
|---|---|
| A game’s size | 1 GB, and 5,000 files |
| An account’s storage | 10 GB |
| Uploads | 20 a day |
| Players in a room | 20 by default, up to 50 |
What is coming
Section titled “What is coming”These have no dates yet:
- Gamepad input. Until then, the engine reads the keyboard, the mouse and touch.
- A list of rooms to pick from.
- A vehicle controller.
- An enemy that follows a path to a base, for tower defense.
- A turn system for board and card games.
- Tile maps for 2D games.
- A UI layout editor.
- A second region for rooms.
- The phone and desktop apps.
- A catalog of kits to add to a game.
How releases change
Section titled “How releases change”A release inside a compatibility line never breaks the public API. A release that starts a new line can rename or remove one, and spawnite upgrade moves a game to it and prints each rename and removal. Upgrade Spawnite says what a line is and what a published game follows.