Build games without fighting your tools. Spawn gives you the foundation — fast, safe, and
completely yours.
Why another engine?
Unreal, Unity, Godot. Decades of decisions made for someone else's game.
Every engine carries its history. The compromises, the workarounds, the
legacy.
Spawn starts in 2026. Thirty years of documented mistakes, none of them ours.
A language that catches entire classes of bugs before your game ships.
Not a better version of what exists. Something built for what comes next.
// Three things we won't compromise on
01
Correctness first
Memory safety at compile time. Data races caught before they ship. Your game runs or it
doesn't compile. No in-between.
02
You own the stack
No black boxes. No opaque systems you can't inspect. Every layer is readable,
extensible, and replaceable.
03
Built to last
Production-grade from day one. Not a prototype that got popular. Foundations you can
build on for a decade.
"Starting fresh in 2026 with 30 years of documented mistakes is an advantage, not a
handicap."
— Altug Tatlisu, Creator of Spawn
The code is public.
Phase 1 is complete and the repository is public. Get an email when new releases ship.
// The vision
Why Rust. Why now..
Every major engine was built when there was no alternative. Unreal in 1998. Unity in 2005. Godot in 2014. Each one filled a vacuum.
The vacuum today isn't a missing engine. It's a missing foundation. C++ game engines carry
thirty years of technical debt. Memory bugs. Undefined behavior. Race conditions that only
appear in production.
Rust eliminates entire categories of bugs at compile time. Not with runtime checks. Not with
garbage collection. At the type system level, before your game ships.
The question isn't whether Rust can power a game engine. The question is who builds it first
and builds it right.
Thirty years in systems programming. C, C++, Assembly, Rust. Commercial
games in the DOS era. Production HFT systems where nanoseconds are the unit of
measurement. Distributed systems, blockchain infrastructure, onion routing networks.
I have spent three decades writing code that had to work. Not demos. Not prototypes.
Software running in conditions where failure meant real consequences.
Spawn exists because every engine I worked with made the same compromise: convenience over
correctness, abstraction over control. I wanted an engine built the way I build everything
else. From first principles, with no shortcuts, in a language that enforces the guarantees
at compile time.
This is not a side project.
This is the engine I would have wanted thirty years ago.