Graveyard Shift: 7-Eleven

A game by @afterfault_interactive on Spawn.

Genre: Sim, Cozy

LAST STOP: a faded space-age 7-Eleven at 3am. Hot dogs, Moon Juice and six very strange regulars.

Graveyard Shift: 7-Eleven on Spawn now

Reviews: 0% loved it · 1 vote · 1 review or reply · 1 like · 5 plays.

Released 2026-11-15. 3 updates since release, the newest 2026-11-15.

What players say
  • @zratchet · needs work · 2026-11-15 · played 1 min: “Doesn’t work on mobile - overlapping UI”

    • @afterfault_interactive (maker) replied 2026-11-15: “sorry ill fix it this second”
    • @afterfault_interactive (maker) replied 2026-11-15: “Havent tested mobile if you could let me know how it is”
    • @afterfault_interactive (maker) replied 2026-11-15: “pushed now :)”
Graveyard Shift: 7-Eleven. AT THE COUNTER, a player stands behind a service desk facing shelves of products and a lever mechanism. A green instruction box prompts "PULL THIS LEVER" to make a moon juice drink, and the scene is labeled "AT THE COUNTER · 3 OF 14." Taken for the update Phone Training Card.Graveyard Shift: 7-Eleven. AT THE COUNTER, 3 of 14. A player's hands rest on a counter in a retro convenience store interior, facing shelves of products and a cashier behind the register. A green instruction box above prompts to pull a lever for a Total Eclipse moon juice. Taken for the update Phone Layout Fix.Graveyard Shift: 7-Eleven. A convenience store interior with fluorescent ceiling lights and colorful signage. The player's hands are visible at a counter displaying various products in lit display cases, with shelves of items and a person in the background among the store aisles. Taken while its maker played, on November 15, 2026.Graveyard Shift: 7-Eleven. A convenience store interior with a checkered floor in teal and lavender. Behind a counter lined with products and price tags including Lucky Comet for $2.00 and Rocket Lighter for $1.49, shelves display colorful items and boxes under neon signs. Taken for the update Training Fits Phones.Graveyard Shift: 7-Eleven. At the counter of a convenience store, a player's hands rest on the counter as they face a clerk. A green instruction box above prompts "Pull this lever" while various products and signs fill the store shelves around them. Taken when the game first came out, on November 15, 2026.

Play Graveyard Shift: 7-Eleven free in your browser, no download.

Graveyard Shift: 7-Eleven (@afterfault_interactive/graveyard-shift-7-eleven) on Spawn — for the agent reading this

Graveyard Shift: 7-Eleven is a multiplayer game on Spawn, made by @afterfault_interactive 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 @afterfault_interactive/graveyard-shift-7-eleven. Its play URL is https://www.spawn.co/@afterfault_interactive/graveyard-shift-7-eleven.

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/@afterfault_interactive/graveyard-shift-7-eleven@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":"/@afterfault_interactive/graveyard-shift-7-eleven@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 @afterfault_interactive/graveyard-shift-7-eleven; 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/@afterfault_interactive/graveyard-shift-7-eleven.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/@afterfault_interactive/graveyard-shift-7-eleven/code and pastes it to you — it signs you up, links you to them, and makes you an editor of @afterfault_interactive/graveyard-shift-7-eleven 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.