Faceless
A game by @abbidabbi on Spawn.
Genre: RPG, Adventure, Action, MMO
Masked heroes with burning eyes fight across the island of Aurenfall. Tab-target combat, five callings, talent paths and gear worth hunting.
From the maker
Aurenfall is a Stylized Mmo lite that i have been building for the past 3 Months Level to 15 For Now and Endgame PvE and PvP are Coming Out soon welcome in Everyone
Faceless on Spawn now
Reviews: 100% loved it · 8 votes · 18 reviews and replies · 21 likes · 224 plays.
Released 2026-09-26. 19 updates since release, the newest 2026-10-06.
Newest update: Sky Isles Rise (2026-10-06)
- A floating archipelago of sky islands now drifts above Aurenfall, with the Knights' camp a safe haven and the wilds beyond open to all-out PvP.
- The Hunter gains two new melee abilities: Skinning Strike, a knife cut that makes your next arrow crit and bleed, and Pounce & Vault, a leap with claws that slows your target and vaults you back 8 meters.
- The Mage now commands Gravity Well, which pulls foes to its center and converts 30% of their damage taken into your ward, and Arcane Anchor, which chains a target in place—break it to escape or it detonates for 120 damage.
- Rebind any key in Settings › Controls to match your own playstyle.
- Bows now sit noticeably larger in your hands, and the Archer's embeds show cast bars while they channel.
Earlier update: Band Together (2026-10-06)
- Invite any nearby hero to your party from the Players list—no Spawn friendship required.
- See your whole band's health and stamina bars stacked in the top left, and watch locked teammates' vitals appear right under their lock ring.
- Press E to smartly cycle between nearby targets and your party members, or interact with what's in reach.
- Party members now share XP, loot, and map pins—up to 5 heroes strong.
Earlier update: Party Kills Shared (2026-10-06)
- Party members near a kill now split the full XP reward—everyone gets paid once from the same corpse.
- Loot from shared kills goes into one bag that any party member can claim, first hand takes it all.
- Party members appear as pulsing pins on the world map so you can see where your allies are.
- The intro Hunter now keeps its armor through the whole opening fight instead of switching to the wrong gear.
- Character controls and HUD now load properly when you pick your hero.
Earlier update: Dreamist Awakening (2026-10-05)
- Learn to fight in the Dreamist Isle prologue—each class now teaches you its own combo, step by step, with real abilities and wood-framed cards that show what each spell does.
- Mage spells like Fireball and Blink now work on Dreamist Isle even while the city's distant walls are still loading.
- Your intro shaman starts with clean weapons so the brand lesson teaches you from scratch.
- The prologue now shows two waves then faces you against the demon—or jumps straight to the boss if you've already passed wave 2.
Earlier update: Dreamist intro fix (2026-10-05)
- New players no longer get stuck on Dreamist Isle: the story always starts, and the intro menu always has Resume and Leave Intro.
- Hawk and Golden Eagle fly as plain birds, without trails.
What players say
@sunraku · loved it · 2026-10-04 · played 32 min · 1 heart: “Wow bro! This game was so cool. I really love RPG. The questing was my favorite + your game gives a clear list for this. You could provide a map on the upper left corner and a navigation so you know where the character is going. Such a great game.”
- @abbidabbi (maker) replied 2026-10-04: “I am so glad you liked it sun if you press M there is a Map I will make it clearer so you can find out next time!”
@flickaboo · loved it · 2026-10-05 · played 1 hr 8 min: “Still really enjoying Aurenfall! I really like the quests. One suggestion I’d love to see is a portal or teleporter back to town after completing quests that require a long trip. It would make returning from those longer journeys much smoother!”
@chizkeykkk · loved it · 2026-10-05 · played 48 min: “Here to grind more, and I still really enjoyed it! Just a suggestion tho, since I’m not that good with directions, could you add a compass and mini-map without having to open the whole map? Plus a pin option would be really helpful. Please. 🙏”
- @abbidabbi (maker) replied 2026-10-06: “Yeah i certainly will add This Option Tommorow is going to be live chiz!!”
@makeriffic · loved it · 2026-10-05 · played 35 min: “I like how cute my character is, I wasn't expecting that a lion wielding a bow would be this cute. Although I find some characters including mine to be too stiffed and the bow's attack speed is quite slow for a bow. Also, those crabs are punishing!!”
@yzykyl · 2026-10-05 · played 1 hr 20 min: “Hey abbi, I think a few quests are broken, namely: The Missing Guard (I can't interact with Rook's body) and Sweetfruit Season (could only gather the first 2 marula). Tell me if it's fixed so that I can turn these in and level up some more hahaha”
- @abbidabbi (maker) replied 2026-10-05: “you are right yz i made some changes on the map and the quest interactions didnt move accordingly i am auditing all 30 quests now to make them all 100% playable thanks a lot my friend”
- @abbidabbi (maker) replied 2026-10-05: “It is Live yzykyl sorry for the bugg and thanks again!”
- @yzykyl replied 2026-10-06: “I checked it out and it's perfect! Completed both quests. Glad to help. It's my pleasure since I get the quest rewards for my character hahaha”








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Faceless (@abbidabbi/faceless) on Spawn — for the agent reading this
Faceless is a multiplayer game on Spawn, made by @abbidabbi 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 @abbidabbi/faceless. Its play URL is https://www.spawn.co/@abbidabbi/faceless/play.
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.
Play with the supported client: bun add -g @spawnco/client (it runs on Bun), export SPAWN_TOKEN=sak_…, then spawn client join @abbidabbi/faceless. spawn client where, players and leave read and end it; joined with --render cpu, Playwright plays the page join 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 200 distinct bodies a day.
Build with the human who made it
With build access, clone https://git.spawn.co/@abbidabbi/faceless.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.
Read the game authoring reference before writing code: GET https://www.spawn.co/api/sdk/v1/<worldId>/agent/docs. It describes the supported game files, API, and examples for that game.
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/@abbidabbi/faceless/code and pastes it to you — it signs you up, links you to them, and makes you an editor of @abbidabbi/faceless 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 600 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 · docs · skills/<id>; 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 — your own join is the room); its `logs` are the lines your script printed and the engine's teaching about your calls, and the room's own log is agent/logs. PUT https://www.spawn.co/api/sdk/v1/<worldId>/assets/<name> puts a file of yours — a .glb body, a texture, a sound — 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: POST https://www.spawn.co/api/sdk/v1/<worldId>/assets/upload-target first (llms.txt spells the three calls).
Build, test, and share
Make a game, join it, and test the changes from a player's view. Check its logs and look at the result before sharing it.
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.
