Spawn Beach · Independent Studio
Other Islands is C# running on Source 2, built in s&box. Levels in Hammer, gameplay code that hot reloads while the server is live, assets straight off asset.party, dedicated servers, and an editor inside the running game. A fix ships in minutes, not in a patch week. Other Islands is C# running on Source 2, built in s&box. Levels in Hammer, gameplay code that hot reloads while the server is live, assets straight off asset.party, dedicated servers, and an editor inside the running game. A fix ships in minutes, not in a patch week.

Survive One More Round Of Calamities
Other Islands is a multiplayer survival game about taking the world apart: an island of whatever the tide brought in, a yard full of machines, and one disaster a day to get through.
See Other Islands
Built For Friends And Full Servers
Other Islands runs sixteen players to an island, in teams of up to six, on a server anyone can join in a click or a private one you spin up for friends. Steam is the only login; s&box does the rest.

One Engine, One Toolchain
Source 2 does the rendering, the physics and the networking, so none of that is ours to write or ours to get wrong. What we build on top of it is the island: the simulation, the tools that take it apart, and the weather that ruins both.
The whole game is C# on top of Source 2, not a scripting layer bolted onto an engine written in something else. One language from the item definitions to the networking, and the compiler catches at build time what a script finds mid-session.
Levels are built in Hammer, the editor Valve ships its own games out of. The island, the yard and every building on it are laid out there and loaded into a session, so a room that is wrong is a room somebody can walk into and fix.
Gameplay code reloads while the server is live. A number changes, the file saves, and the session carries on with the new value in it. Balance is something to argue about during a playtest rather than in the week after one.
Models, materials and sounds come off asset.party, s&box's own library, and mount into the project where they are used rather than being copied into it. It is also why there is not one image in the game repository to show you.
Sessions run on dedicated servers rather than on one player's machine, which is the whole reason the island can keep going with nobody watching it. Log off and the fire under your smelter is still burning when you come back.
There is an editor inside the running game. Open it mid-session, move a prop, change a value, close it again, and nothing restarts. Most of the reason a fix here takes minutes is that nobody has to leave the thing they are fixing.

Who We Are And How We Work
Spawn Beach is a small independent studio. We build multiplayer games, we build them in the open, and we finish them.
Inside The Shack
Launch Plan
The plan is short. The name is out, the playtest opens next, then we launch on s&box. After that it is a steady run of updates: new tools, new machines, and whatever the servers tell us is missing. Nothing here is a five-year roadmap; it is what we are doing next.

Playtests And The Discord
Everything happens in the Discord first: playtest invites, build notes, and the arguments about balance that end up shaping the game. Come and break it before everyone else gets to.
Spawn Now


