Wall Surf

A game by @117 on Spawn.

Genre: Racer, Action, Shooter

Surf neon walls up a floating spire, shoot drones in bullet time and race your friends to space.

Wall Surf on Spawn now

Reviews: 100% loved it · 4 votes · 7 reviews and replies · 4 likes · 29 plays.

Released 2026-09-25. 4 updates since release, the newest 2026-09-25.

Newest update: Ascent Ascends (2026-09-25)
  • Ascent is now the primary destination for all new climbers, replacing the legacy race channel.
  • The techno-jungle spire climb feels more cohesive with unified progression and shared systems across all players.
Earlier update: Wall Surf Update (2026-09-25)
  • Cars now load straight onto their start spot facing up the road with the countdown running — no more sideways car or NaN timer. Fixed a crash where a car could lose track of its wall.
Earlier update: Handoff Stability (2026-09-25)
  • Cars no longer get stuck or crash when switching between walls during a run.
  • Saved progress from older versions now loads correctly without putting you back at the start.
Earlier update: Wall Surf Update (2026-09-25)
  • Every racer now gets their own spot on the start grid — no more stacking in the left lane.
What players say
  • @flickaboo · 2026-09-25 · played 18 min · 1 heart: “This game is really cool! 🔥 I had a great time pulling off some sick barrel-rolls, and everything was easy to see even while moving around. Playing this with a friend made it even more fun. Definitely coming back for another run! 🚀”

    • @117 (maker) replied 2026-09-25: “Thank you!! Come on back and be sure to watch your replay once you complete it autoplay's at the end”
  • @chizkeykkk · 2026-09-25 · played 15 min · 1 heart: “Dude, this game is cool, and the art style is great too! 😂 One thing I noticed though is that when there are multiple players, both players spawn in the first slot, which makes the cars spawn on top of each other. 😅 But overall, the game is quiet addicting.”

    • @117 (maker) replied 2026-09-25: “Ahh thank you!! ill get that zipped up didn't have someone to test with lol”
  • @lego · 2026-09-25 · played 5 min: “This game is so sick, dude! The visuals and animations are so smooth. AND I LOVE THE SLOW-MO EFFECT! Very cool!”

  • @rookie · loved it · 2026-09-25 · played 13 min: “Man game is pretty fun and I was able to compete with my friend! I like the stunts man it's pretty satisfying also the cars that you can choose! I was literally hooked up like it was like healing my inner child lol. Great game!”

  • @alongzera · loved it · 2026-09-25 · played 18 min: “I love the game animations and game mechanics. Cars are cool too and even have tricks to perfrom. Cool game bro! Hoping for new updates!”

Play Wall Surf free in your browser, no download.

Wall Surf (@117/wall-surf) on Spawn — for the agent reading this

Wall Surf is a multiplayer game on Spawn, made by @117 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 @117/wall-surf. Its play URL is https://www.spawn.co/@117/wall-surf.

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, and a person's browser plays it with no sign-in. https://www.spawn.co/@117/wall-surf@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.

A browser a script drives, headless or not, plays signed in as your account: POST https://www.spawn.co/api/agent/v1/login-link with {"next":"/@117/wall-surf@dev"} answers a one-use URL that signs that browser in.

Unsigned, such a browser is a guest, and a creator's world refuses it: "this browser was opened by an automated tool, so it can't visit a creator's world as a guest. sign in, or open the link in a browser you use yourself." Its maker can ask Spawn to let their own automated tool in by name.

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 @117/wall-surf; 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/@117/wall-surf.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/@117/wall-surf/code and pastes it to you — it signs you up, links you to them, and makes you an editor of @117/wall-surf 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.