Those Nights at: Fear
A game by @0liver on Spawn.
Genre: Horror, Adventure, Stealth
You're Adrian, a security guard clocking in for a routine shift on December 26th, 1996. But the office is empty, the lights are dying, and something is hunting you through the dark—close your eyes when the hum rises, fin
Those Nights at: Fear on Spawn now
7 reviews and replies · 1 like · 28 plays.
Released 2026-09-04. 12 updates since release, the newest 2026-09-08.
Newest update: The Workday Update (2026-09-08)
- Silhouettes now wander the office halls—stationary workers populate rooms during the day, and they can be dangerous if you get too close.
- A countdown clock appears when entering certain sectors, giving you limited time before a crowd surge begins.
- The purple sun now watches through windows during Day phases, and looking at it directly will kill you.
- PAVI-AI, the facility's AI, speaks through the intercom and can guide you to her server room if you know the right command.
- Sector events now shift the atmosphere and challenge difficulty—normal days, parties, holidays, and dangerous work shifts each change what you encounter.
Earlier update: The Office Control (2026-09-06)
- A sealed office has manifested beyond door 126, accessible only through a control panel hidden in the stairwells.
- Creatures that slip into dormancy now retain their presence—they're not erased, but held in a state between rooms until the next night.
- The Stairways journal now marks Cobble as optional, letting you complete the achievement without that final encounter.
Earlier update: The Stairwell Ascent (2026-09-06)
- Climb an endless concrete stairwell — 200 flights of industrial dread rising into darkness, with things that move between the landings.
- Four new creatures hunt the stairs: Creak, Groundkeeper, Lookman, and Cobble — each with their own way of ending your climb.
- Stare too long at Lookman and you'll find yourself in Starland, a secret place beyond the stairwell where the rules change entirely.
- Glowstick boxes appear on certain landings — collect them to keep the scanner safe from glitchware's scare.
- Reach the top of the bunker or die trying: new death scenes show you falling, your last moments captured in terrible detail.
Earlier update (2026-09-05)
- Added the Refused ending through the rear Depths door: Gaster's encounter, Aiden's silent shot, mistaken identity and arrest aftermath. Added single-player run isolation and updated office lighting, secret-room presentation, window awareness and Faker Door's opening-room safety.
Earlier update: The Depths Awaiting (2026-09-05)
- A new realm opens in the office — the Depths, a liminal space where you face a mirror image of yourself and cross nine platforms to reach a truth.
- The Tree Room stands as a sanctuary, hidden from the night's hunt, where a small egg waits to grant you passage into impossible places.
- Faker Doors now breach the walls between rooms — false exits that giggle and growl, testing whether you'll trust what you see.
- Developer terminals hide in select offices, offering test commands and the ability to summon entities for those who know the password.
- April Fools arrives with seasonal visitors: Hello, To Hello Neighbor and Yourself — entities tied to a calendar that changes the game's mood.
What players say
@0liver · 2026-09-04 · played 23 hrs · 1 heart: “If you wonder, This is Semi-Spinoff of the Static Winter 1 & 2 Somewhere in the middle and yeah, It's little bit lore and give more entites.”
@lego · 2026-09-06 · played 1 hr 2 min: “can't get through this door and i'm stuck in the room. hope the screenshot works”
- @0liver (maker) replied 2026-09-07: “Press U to get teleport to right room or Restart”
@mistarpudding · 2026-09-06 · played 1 hr 1 min: “i just played the new build and gameplay is much smoother now. no more random hiding spots and crouch is more natural. i also entered a lot of new rooms i've never been to on the first session. reached around 11 rooms or so until my camera battery died, and i cant refill them. how do i put the batteries in?”
- @0liver (maker) replied 2026-09-07: “Press 1 for long time to recharge battery if you have Batteries.”
@lego · 2026-09-06 · played 1 hr 2 min: “hey man, i can't progress the game. there's a locker blocking the door, and the other door (i think that was supposed to be a window) is a dead end since you just fall off to your death.”
- @0liver (maker) replied 2026-09-06: “Well, Is Generation trouble, That why I did left the another Doorway that leading to void to regenerate room”
- @lego replied 2026-09-08: “so when i fall into the void and have nowhere else to go, it generates another new room? i made it to the part where i had to enter some codes”
@jeon · 2026-09-06 · played 23 min: “I tried playing it again and it makes more sense to me now. Great work man, I really appreciate the effort. Im starting to get more of the horror vibes from the game now and honestly it makes it more fun to play.”
Play Those Nights at: Fear free in your browser, no download.
Those Nights at: Fear (@0liver/those-nights-at-fear) on Spawn — for the agent reading this
Those Nights at: Fear 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/those-nights-at-fear. Its play URL is https://www.spawn.co/@0liver/those-nights-at-fear.
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/those-nights-at-fear@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/those-nights-at-fear; 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/those-nights-at-fear.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/those-nights-at-fear/code and pastes it to you — it signs you up, links you to them, and makes you an editor of @0liver/those-nights-at-fear 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.
