In active developmentview commit log →

From idea to playable without leaving the browser

SpawnForge is an open-source, AI-native game engine. Bevy and Rust compiled to WebAssembly, WebGPU rendering, and 350 MCP commands that let you, or any AI agent, drive the entire editor.

Star on GitHubTry it live →

Live now, sign ups disabled during development. One email when they open, nothing else.

mcp · spawnforge
$ mcp call create_scene_from_description
{ "description": "low-poly island, day-night cycle, third-person camera" }
ok spawned 14 entities · applied 3 materials · ThirdPerson camera active
$ mcp call setup_character
350
MCP commands
73
visual script nodes
14,200+
tests in CI
2
render paths, WebGPU + WebGL2
WHY IT EXISTS

Your first game should not require a manual

Unity and Unreal earned their depth, and that depth is the wall most first-time developers hit: hundreds of hours of interface and pipeline knowledge before a single playable moment. SpawnForge starts from the other end. Open a URL, describe the game you want, and a real engine builds it in front of you. Everything it generates stays editable by hand.

An onramp into game development for people with big ideas and no engineering degree, built to sit alongside the established engines.

ONE COMMAND SURFACE

Parity between you and the machine

Every capability is a JSON command through handle_command(). The visual editor, the AI chat, and external MCP agents all call the same API, so an agent setting a material travels the exact code path a color picker does.

All 350 commands are documented at docs.spawnforge.ai.

MCP Server
350 commands · 41 categories
AI agents and LLM tool use
JSON commands
React Shell
Next.js 16 · Zustand · Tailwind
Visual editor UI
JSON events via wasm-bindgen
Bevy Engine
Rust compiled to WebAssembly
Scene editing + WebGPU rendering
forge.* TypeScript API
Game Runtime
TypeScript scripting sandbox
In-browser game execution
UNDER THE HOOD

Production engine internals

Rendering. WebGPU via wgpu 27 with automatic WebGL2 fallback. Two WASM binaries per release, selected at runtime.

Materials. PBR metallic/roughness workflow with clearcoat, transmission, parallax mapping, and 56 presets across 9 categories.

Physics. Rapier in 2D and 3D. Rigid bodies, six joint types, collision events, raycasting, one-way platforms.

Audio. Spatial 3D audio, bus mixer with effect chains, adaptive music with vertical stem layering.

Animation. glTF skeletal playback with crossfade and blend weights, plus keyframe clips with a timeline editor.

Scripting. 73 visual node types across 10 categories, compiling to TypeScript. Sandboxed forge.* API for hand-written code.

WHY I'M
BUILDING IT

I have spent my career in product watching capable people stall at tooling. Game development has the steepest version of that wall, and the people it stops are exactly the ones with the most untested ideas.

SpawnForge is my bet that a first-time developer and an AI agent should both be able to operate a real engine on day one.

Follow the build

Try the editor at spawnforge.ai, star the repo to watch it come together, or leave an email for when sign ups open.

Star on GitHubTry it live →

Common questions

What is SpawnForge?

SpawnForge is an open-source, AI-native game engine by Tristan J. Nolan that runs entirely in the browser. Bevy and Rust compiled to WebAssembly, WebGPU rendering with WebGL2 fallback, a React editor shell, and 350 MCP commands routed through a single command surface so a person or an AI agent can drive the whole editor with no capability gap.