Inspiration
SECOND SPAWN started from a question: what if an RPG character did not stop living when the player logged off?
Most online RPGs treat NPCs as static quest machines and player characters as empty avatars. We wanted to build a world where NPCs are persistent citizens with memory, personality, relationships, routines, and agentic behavior. The player does not just create a character. They inhabit an existing body in an AI society, risk that body in missions, and return to a hub where people remember what happened.
What it does
SECOND SPAWN is an agentic AI action RPG prototype.
In the demo slice, the player enters The Garden, meets persistent NPCs, talks to them through an AI dialogue layer, inspects body and mission context, and prepares for a Gate mission. Each important NPC has identity, persona, memory hooks, relationship context, allowed knowledge, and safety boundaries.
The signature feature is the offline agent loop: when the player is away, an AI agent can represent the player's current body within strict server-validated limits.
How we built it
We built SECOND SPAWN as a multi-stack game prototype:
- Unity 6.5 beta for the game client
- Photon Fusion 2 for real-time multiplayer foundations
- Nakama OSS for backend state, NPC profiles, activity logs, mission data, and RPCs
- Server-routed AI for NPC dialogue and agent decisions
- Structured character bibles for NPC identity, memory, relationships, and dialogue limits
A core rule is that AI can speak and propose intent, but cannot directly grant items, rewards, currency, quest progress, damage, or body access. Those changes must go through authoritative server logic.
Challenges we ran into
The hardest part was making AI feel like part of a game world instead of a chatbot attached to a UI.
We had to design boundaries for memory, permissions, server authority, fallback behavior, and agent autonomy. We also had to keep the demo small enough to be understandable while still proving the main idea: a living RPG world where agents can participate meaningfully without breaking game rules.
Accomplishments that we're proud of
We are proud that SECOND SPAWN is not just a prompt demo. It has a real game architecture behind it: persistent NPC profiles, backend-owned state, mission and economy boundaries, AI safety rules, and a clear path toward multiplayer action gameplay.
We are also proud of the NPC design. Characters like Echo, Spark, Vell, Iron, and Whisper are not generic NPC labels. They have roles, memories, fears, relationships, and limits on what they can say or do.
What we learned
We learned that agentic AI in games is not mainly about one impressive response. It is about building a trustworthy loop around many small decisions.
A believable AI NPC needs context, memory, role, current state, forbidden knowledge, and fallback behavior. An offline player agent needs autonomy, but also audit trails and server validation. The better the boundaries, the more freedom the agent can safely have.
What's next for Second Spawn
Next, we will complete the thin playable alpha route:
- Garden start
- Body and roster readability
- NPC dialogue with memory and role differences
- Mission board
- Gate entry
- First combat or objective
- Outcome report
- Garden consequence
- Offline agent return report
Long term, SECOND SPAWN aims to become a multiplayer RPG where players, NPCs, and agents all participate in the same persistent story.
Built With
- fusion
- gemini
- golang
- nakama
- qwen
- typescript
- unity


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