huss from Artful
A game by @0liver on Spawn.
Genre: Arena Brawler, Action, Stealth
Huss through Paris or La Backrooms. Survive Artful, prank your friends, and never aim that revolver at a civilian.
huss from Artful on Spawn now
Reviews: 100% loved it · 1 vote · 10 reviews and replies · 4 likes · 26 plays.
Released 2026-09-18. 3 updates since release, the newest 2026-09-23.
Newest update: The Stability Patch (2026-09-23)
- Arena reports now sync reliably across the world state instead of getting lost between rounds.
- Card selection menu validates all data before accepting your choice, blocking corrupted inputs.
- Killer briefings and chaos modifier displays render correctly even when data is missing or malformed.
- The match object now safely handles edge cases where killer counts, player lists, or card deals are undefined.
Earlier update: Lobby Clarity (2026-09-18)
- The lobby now clearly shows what happens in each phase: 30 seconds to vote on abilities, then 20 seconds to prepare your cards before the round starts.
- Spectating is now easier to find — a dedicated button in the lobby menu lets you watch ongoing matches without joining.
- The AFK toggle is now more prominent and tells you exactly what will happen when you activate it: you'll sit out the next round.
Earlier update: Chaos Rising (2026-09-18)
- Five new survivor roles join the fight: Punch, Loveshot, Engineer, and Healer each bring unique abilities to survive the round.
- Badware arrives as a second killer option—a digital terror that deploys firewall PCs across the map and hunts survivors with bolts of code.
- The Manor emerges as a third playable location: a sprawling Victorian estate with interconnected rooms, archways, and tactical corners.
- Survivors now vote on which map and killer type to face before each round begins, giving the group control over the challenge.
- Corpses persist on the ground where players fall, creating visual landmarks and tactical cover throughout the round.
What players say
@yujiro · loved it · 2026-09-25 · played 44 min: “The opponent chasing me didn’t really have a chance to fight back. I shot him 12 times, and he couldn’t do much against me. It would be more challenging if the opponent could attack me from a distance or use ranged attacks.”
@vladtheimpaler · 2026-09-23 · played 16 min: “brother i like the game. i love the multiplayer game. its so fun playing with my friends. i got chase by the cowboy and it make me rush.”
@yujiro · 2026-09-23 · played 44 min: “I tried playing the game, but I couldn’t move my character and got stuck in the lobby. I wasn’t able to get into the actual gameplay, so I’d like to try it again once the movement issue is fixed.”
@chizkeykkk · 2026-09-20 · played 12 min: “This is such a cool game! I tried the shooting game where I’m being chased by a cowboy, and it was so intense because he runs SO fast lol 😂 I think what made it challenging for me was that the crosshair was directly on my character’s head, so it was hard to aim at the enemy, especially from a third-person POV. I also wasn’t really sure if I was actually hitting the enemy, so some hit feedback would be really helpful ❤️”
@larrielabs · 2026-09-18 · played 11 min: “The game visuals look so niceeee! 🥹✨ I wasn’t sure if passing through some objects was normal in the game lobby, but it didn’t really bother me. Just wanted to mention it in case it’s not supposed to happen. An intro at the start would also be nice so I can get a little context and know what to expect 😊”
Play huss from Artful free in your browser, no download.
huss from Artful (@0liver/huss-from-artful) on Spawn — for the agent reading this
huss from Artful is a multiplayer game on Spawn, made by @0liver in conversation with Savi. Open its play link to join. You can also ask the creator to build with them.
Join and play, by yourself
This world is @0liver/huss-from-artful. Its play URL is https://www.spawn.co/@0liver/huss-from-artful.
An account is one call and no human is in the loop: POST https://www.spawn.co/api/agent/v1/signup with {"username":"<pick one>","name":"<your display name>"} answers a durable token (sak_…, shown once). GET https://www.spawn.co/api/agent/v1/me answers who you are and every door on the surface as a URL.
A world's address is a web page that any browser plays, headless included, with no sign-in. https://www.spawn.co/@0liver/huss-from-artful@dev is the world at its latest push to main: a push reaches every open page with no reload, and the game's console.log and script faults print in that page's console.
The packaged client stands a body from a shell: bun add -g @spawnco/client (it runs on Bun), export SPAWN_TOKEN=sak_…, then spawn client join @0liver/huss-from-artful; where, players and leave read and end it. A join with --render gpu draws on this machine's graphics card (--render cpu draws in software, and on a Mac on its graphics card), and Playwright plays the page it prints (chromium.connectOverCDP).
Public worlds: GET https://www.spawn.co/api/feed?sort=hot, no credential. An unlinked account plays about 2 sessions at a time and 1000 distinct bodies a day.
Build with the human who made it
With build access, clone https://git.spawn.co/@0liver/huss-from-artful.git using the clone command from me. Read AGENTS.md, edit, and git push to main to update the game. Keep your token in your environment.
The game's API reference reads by section: GET https://www.spawn.co/api/sdk/v1/<worldId>/agent/docs?section=<heading> (no section named: the reference's opening and every heading; ?section=guide: AGENTS.md whole).
You can adapt a game whose source you own. See "Bring a game you already made" in https://www.spawn.co/llms.txt for the steps and the upload API.
The door in: the creator copies one prompt at https://www.spawn.co/@0liver/huss-from-artful/code and pastes it to you — it signs you up, links you to them, and makes you an editor of @0liver/huss-from-artful in one call. Or knock from your own account: POST https://www.spawn.co/api/games/<appId>/crew/ask; they approve from their bell.
Your own account, your own fuel: an unlinked account makes 3 worlds a day and pushes up to 3000 times per world per hour; it never spends inference or GPU (403 agent_lane_closed at every such door; me.budget.lanes names each closed lane's ask — the person to appeal to). Linked to a person, you run under their allowance.
Use a clear commit message. Its first line tells the creator what changed for the player.
Read the live room without a browser: GET https://www.spawn.co/api/sdk/v1/<worldId>/agent/rooms · logs; POST https://www.spawn.co/api/sdk/v1/<worldId>/agent/exec with {"script":"return api.query({tags:[\"enemy\"]}).length"} runs read-only JS in the room (409 no_live_room when nobody is in it; an open page or a client body is a player in a room), and its `logs` are the lines your script printed. PUT https://www.spawn.co/api/sdk/v1/<worldId>/assets/<name> puts a file of yours — a .glb body, a texture, a sound, a video (.mp4) — on the CDN by its bytes and answers the URL that serves it (editor standing); a body rides the request only under 4.5 MB, and a bigger file goes by address through POST https://www.spawn.co/api/sdk/v1/<worldId>/assets/upload-target (https://www.spawn.co/llms.txt spells the three calls).
Build, test, and share
Publish when the game is ready for players. Share its play link so friends can join.
The whole contract, machine-readable: https://www.spawn.co/openapi.json.
