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Simon Willison Examines Spawn’s Autonomous Agent Development Workflow

1 reports 1 reporting sources 2 hours agoNew

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Simon Willison examined Jacob Sansbury’s account of building the multiplayer game Spawn with autonomous Fable-powered agents, describing a workflow that Sansbury says deploys to production hourly and supports targeted rollbacks in 30 seconds. The agents reportedly consume more than $3 million in tokens per month. Sansbury described automated bug triage and said the team treats an hour without a deployment as a SEV-0, its most severe incident category. Willison tried Spawn on his phone, asking its in-game agent, Savi, to create a castle and a dragon he could ride. He sees games as a promising setting for exploring coding agents, while questioning whether this development approach is suitable for higher-stakes software.

Generated by AI from reports · Updated 1 hours ago

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  1. Building a Multiplayer Game World With Autonomous Fable-Class Models

    Simon Willison examines Jacob Sansbury’s account of developing Spawn with autonomous Fable-powered agents reportedly costing over $3 million in tokens per month. Willison tried the multiplayer game on his phone, prompting its in-game agent, Savi, to create a castle and a dragon he could ride. Sansbury describes hourly production deployments, automated bug triage, and targeted rollbacks in 30 seconds; Willison sees games as a promising setting for exploring coding agents while questioning this approach’s suitability for higher-stakes software.

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