
Building games on @spawn ! Welcome to the Fogverse, where the Skelly crew rattles, brawls & ships. Fog rolls in. Games roll out. Partner with Spawn.
United States
Joined September 2026
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- Following283
- Followers76
- Likes1.9K
Foggydev retweeted
I've been working on a game I have always wanted to make. It's a territory battler like, CCG.
I am using @spawn to bring it to life. This is a showcase of one of my favourite Creature Cards and its entire line.
EzozoE lives! Awaken!
#ccg #spawn #aigamedev #TCG
Foggydev retweeted
a lot of people ask
“why do you give your agents personality?”
“they’re robots. they’re clankers. they have no soul”
its very simple
ITS CAUSE ITS FUN YOU DULL LUGNUT
I’M GONNA BE WORKING THROUGH THE MOST NATURAL INTUITIVE INTERFACE OF ALL OF HUMAN HISTORY AND YOU WANT ME TO BE BORED WHILE DOING IT?
HELL NAH BITCH WTF THROW SOME EMOTICONS (੭。╹▿╹。)੭ IN THAT HOE
GIVE ME SOME JAZZ REACT WITH ME CELEBRATE WITH ME
LIFE IS LITERALLY A VIDEO GAME BRO STOP BEING A PRUDE AND EXPERIENCE SOME JOY ONCE IN A WHILE
Foggydev retweeted
yes, building spawn was a team effort, as with any company.
but @jsnnsa is the mastermind behind it and setting the bar, i just have to say it, there's so much strong first principles thinking going into every tiny feature across the board. even for non engineering related stuff.
he doesn't get enough credit tbh.
if you only heard our daily discussions every day for the past year, you would understand what i mean.
its why we're winning so hard now.
you might call this being humble, i just call it keeping it real and being honest type shit.
Foggydev retweeted
nothing excites me more waking up rushing to my computer before i even brush my teeth type shit to see the new things in my games
i love spawn so much
Replying to @spacemandev
:))
you can also make and share mods (private for just your other games or other creators)
spawn.co/mods
Foggydev retweeted
one of the reasons I'm so impressed with @spawn more than any other project like it is that Savi (their AI agent) lets you build the *admin* tools/harness AND the *game* with the same interface, whereas other products largely give you a one size fit all harness to build games
gamers make the games now
Immediately once I discovered @spawn a month ago, I went from an every day gamer to an every day game dev.
I can barely bring myself to play games any more when I have several of my own waiting for one more update
Foggydev retweeted
what was life like before @spawn?
question that will be asked frequently in the coming years.
Foggydev retweeted
enfeul is one of my favorite spawn creators
bro always comes with such taste to his games
one shots may be cool, but conversion is the real deal
that's how spawn is designed, you co-create with savi ❤️
Foggydev retweeted
reworking my artstyle and getting @spawn's Savi to understand how organic matter and texture behaves "naturally"
everything here seen generated from scratch based on prompts and real world principles
it really takes tinkering and constant iteration but you can really make her do so much its lovely
update on the game (pictures and combat at night)
- first city basics build
- combat starts to feel smooth
@spawn takes a little learning curve for more complex game and build mechanics so here are some tips I found useful:
concept art:
savi works splendidly if you either have her create pictures or give her visual input, simply copy/paste into the chat she can take alot of file formats
repeatability:
if you found one good way to create something; turn it into a skill, script or schema - make it replicatable once you have success
sources:
spawn has phenomenal basics but it isnt exceptional in all minute details, so if you find opensource repositories with assets, tips, mechanics or skills - give it to savi to read trough it and tell her to adapt it and distill learnings, anything that is already proven good can be smoothly translated into your game
tab + F:
it lets you take a note with the screen you see, so it takes a snapshot of it and you can leave a note, this becomes a little waypoint for savi to see exactly what you want to have changed with a description you can input for it - super useful for corrections she can work off one by one (i usually have a good 10+ of these waypoints after a big build to correct details)
overall:
compared to claude code or codex, where it is about code and audits, i found that creating todo lists work very good, leveraging her wisps (her own agents) for gruntwork like generating blender assets in the background while you discuss what comes next, keeping documentations and skills, best practices and goals in the game repo for her makes compaction easy and eases the headache of telling her what *exactly* needs to be done between sessions
@spawn really created a proper gamedev agent that fully understands what is being build, keeping everything orderly and helping her build it out still needs you - but you can legit just prompt with examples and go a long way
very very pleasent user experience on my part ngl
you guys had lots of questions. here's a bit more about how it's working and how you can do it too:
- we started with a simple thing that worked
- just bug reports with one claude in discord
- i reviewed it's code for weeks
- it earned autonomy over months
- the first month cost about $100k
- we audit every token against our goals hourly
- we double down on what works
- and cut things that don't fast
- spawn is a new social network
- not a tool to make games
- we do not sell anything today
- we make money when creators do
- our goal is max(fun)
- we have 1000s of daily-active creators
- doubling every 10 days
- 30% are in spawn 30hr* per week
- 10% more than 60hr* per week
- spawn replaced league, wow, roblox, and mc
(*with recent inputs and tab focus)
- we do no paid marketing
- launched 8 weeks ago
- peak CCU up 250x (from ~10 to 2.5k)
- avg CCU up 150x (from 4 to 650)
- we have 10,000s of daily active players
- at launch the best games had 2% D1 retention
- they now have 20-25% D7 and 18-20% D14
- every week has been better than the last
- mobile still crashes
- down from 95% of plays to 20% in 6 weeks
- running real UGC games on mobile browsers is hard
- it would be easy to solve this with limits on what you can make
- but that leads to slop
- so i'm taking the hard path
- my goal is simple
- games 100x the size of GTA5
- loading in 1s
- on a 5 year old budget phone
- running at 60FPS
- we ask creators to rate savi every 15 messages
- she scored ~40% in january
- 92% this week
- we got here by watching newbies try spawn weekly
- we stole this idea from valve's playtesting culture
- it's the best thing we do outside of agents imo
I've been working on a game I have always wanted to make. It's a territory battler like, CCG.
I am using @spawn to bring it to life. This is a showcase of one of my favourite Creature Cards and its entire line.
EzozoE lives! Awaken!
#ccg #spawn #aigamedev #TCG
this is maybe the #1 thing i heard people
get wrong yesterday
it’s not $31M of spend. it’s exactly the spend we say yes to every day/hour
Replying to @jsnnsa
another misunderstood property of working this way
we can cut spend by 95% without firing anyone.
all we have to do is say no to more.
if we were wrong we can scale it back up 10,000% the next day
it’s perfectly elastic capacity
this is a capability that has never been possible before
spawn is not for oneshots
its for a new line of artist like lucid
reworking my artstyle and getting @spawn's Savi to understand how organic matter and texture behaves "naturally"
everything here seen generated from scratch based on prompts and real world principles
it really takes tinkering and constant iteration but you can really make her do so much its lovely


















