If you leave, or if Spawnite stops
Your game’s own code, art, sound and story are yours, and you may take them to any engine. The engine is not: the code of your game that calls @spawnite is written again if you move to another engine, and in the games measured below most source files call it. If for 90 days in a row Spawnite accepts no new games or versions from creators, or makes no other creator’s game available to play, or if it announces that it will stop either for good, the license lets you publish your own games elsewhere and run their room server, on every engine version released before then.
This page summarises the Spawnite License 1.0, which every @spawnite package carries as LICENSE.md. Where the two differ, the license text decides. License summarises the rest of it.
What is yours
Section titled “What is yours”- Your game’s own content. You keep the ownership of your game’s original code, assets and other content. The license gives Spawnite no rights in them, and you may use them with any other engine and on any other platform. Code does not become part of the engine because it calls the engine, sits in the same file as engine code, or ships beside it.
- What your game produces. Your game’s saves, world data, screenshots, replays and other outputs are yours, as against Spawnite. A player still controls their own save, and can delete it, as the trust boundary says.
- What you write in a copied plugin. A plugin the engine ships as readable source, in a package’s
readablefolder, may be copied into your game and changed. The lines you write in the copy are yours. What came from the engine, changed or not, stays under the Spawnite License. - Template files. Each template file carries the license it names. The example template is MIT No Attribution (MIT-0): its
LICENSEfile and thelicensefield of itspackage.jsonsay so, and MIT-0 lets you use, change and share the files anywhere, with no credit. A file that names the Spawnite License stays under it. - Your game’s source. You may publish your game’s source code, such as in a public repository, as long as it holds no closed part of the engine or the tools, such as their compiled code or type declarations, and every copied plugin keeps its notice. Publishing the source is not publishing the game.
Two things in a game are not yours to take elsewhere:
- The engine. Spawnite serves it to your players apart from your game’s bundle, and it stays under the Spawnite License, so a built game goes public only through Spawnite.
- Shared library assets marked
platform. A model, a sound or a texture from the shared asset library keeps the licensespawnite assets listprints for it. Acc0file is free for any use. Aplatformfile is free in any game on Spawnite and nowhere else. Of the 252 files in the library on 2026-10-05, 117 werecc0and 123 wereplatform. The other 12 carry their source’s terms: 7 animations from Mixamo, under Adobe’s terms, which let a game use them and forbid sharing the file itself; 2 avatars from VRoid Hub, under the terms their authors set; and 3 files whose license nobody recorded.
What you would rewrite
Section titled “What you would rewrite”Moving to another engine means writing again the code that talks to the engine. It does not mean starting over: your game’s rules, content, design, art and sound are yours, and carry over as ideas and as assets. Measured on 2026-10-05, counting the TypeScript files under each game’s src folder, a file counts as calling the engine when it imports an @spawnite package at all, and every line of such a file counts, the game’s own rules in it included:
| Game | Files that import @spawnite |
Lines in those files, an upper bound on the code to write again |
|---|---|---|
| The example template | 19 of 20 | 719 of 736, 98 percent |
| Holdfast, a co-op game built on the engine | 138 of 169 | 30,539 of 35,396, 86 percent |
So the line counts are an upper bound on the code you would write again, not a measure of it. Holdfast’s files that import nothing hold, among others, its sound mixing, its ground shader, its wave tables, its colours and its poses: plain TypeScript that moves to another engine as it is.
What carries over
Section titled “What carries over”- What you know. The engine is TypeScript and React, drawn with three.js, with entities in koota. Each is an open library with its own license, which the
THIRD-PARTY-NOTICESfile of each package lists, and each is used well beyond Spawnite. - Your assets. Models are GLB, avatars VRM and animations VRMA, which other engines and tools import. The shared library’s textures are WebP and KTX2, its skies HDR, and its sounds MP3.
- Your design. The mechanics, the numbers, the levels and the story. A map file is JSON in the engine’s own shape, which another engine reads only with code you write.
What happens to your players
Section titled “What happens to your players”A game you remove from Spawnite stops for its players: nobody can open it, and the progress and the purchases they made inside it end with it. A player’s Spawnite account is the platform’s and not the game’s, so their account, their friends and everything they have in other games stay as they were.
If Spawnite stops hosting games
Section titled “If Spawnite stops hosting games”The release takes effect when any of the following holds:
- For 90 days in a row, Spawnite accepts no new game, and no new version of a game, from creators generally.
- For 90 days in a row, Spawnite makes no game of a creator other than its owners available to play. A few demonstration, test or selected games staying up does not stop this or the first from taking effect.
- Spawnite’s owners publicly announce that Spawnite will permanently stop either.
From then on, for every version of the engine and its tools published under the license before that date, including your changes to those versions:
- You may make your games available anywhere.
- You, or a service provider working for you, may run the development room server to serve your games’ players.
- A service that does only this, for your own games, does not count as competing with Spawnite.
The release is automatic and permanent. It needs no announcement or further permission, stays in effect if Spawnite later resumes hosting, and no later version of the license can take it away. It does not let you offer an engine, or a publishing or hosting platform for other creators, and it gives no access to systems Spawnite never published, such as its backend for accounts, saves and the store.
The release depends on Spawnite as a whole, never on one creator: a ban or a takedown of your own account or game does not open it, as long as Spawnite keeps taking and hosting other creators’ games.
What a later license cannot change
Section titled “What a later license cannot change”Spawnite may publish a new version of the license, with a new number and its own address. You get 30 days’ notice: a new version applies to engine versions published after it, and to your use of the versions you already have only 30 days after notice on spawnite.com and by email to the address on your Spawnite account.
No new version can do any of the following:
- Narrow what is yours, as What is yours lists.
- Add a royalty or a fee.
- Narrow what you may do to develop and test your games.
- Narrow what you may do with a copied plugin already in your games.
- Narrow a written license Spawnite granted you.
- Narrow the release if Spawnite stops hosting games.
A new version does not make anything you did before it a violation.
If you break the license
Section titled “If you break the license”Spawnite may end your licenses for a material violation only by written notice that names what you did and the term it breaks. Your licenses end only if you do not stop the violation and take practical steps to correct its effects within 32 days of the notice. A violation you correct in time ends nothing.
Spawnite may end your licenses at once, by written notice, for knowingly distributing the engine as an engine, or knowingly developing or providing a competing product.
When your licenses end, you stop what needed them. Your game’s own content stays yours. Games you made available through Spawnite before then may stay available, and keep earning, as Spawnite’s creator terms provide.
Publishing somewhere else
Section titled “Publishing somewhere else”A game built on the engine goes public only through Spawnite, while Spawnite hosts games. Putting the built game on your own website, another store or a site such as itch.io makes it public there, and the license does not allow it. A game jam entry is the game’s Spawnite link. Under the license, an unlisted game’s keyed link is public, since anyone who follows it can play; it is allowed because it is public through Spawnite. Only testers you choose one by one, through access you control, count as private.
To publish a game anywhere else, ask at dev@spawnite.com. Each request is decided on its own case, and a yes is a written license that names the games, the engine versions, where they may be published, whether and where a room server may run for them, how long it lasts and any charge.