Dashline

A game by @aikusubaru on Spawn.

Genre: Racer, Cozy

Sprint through lush island circuits as you compete against rivals on randomly generated racing ovals. Feel the rush of speed, the glow of victory, and the call to run faster on the next lap.

Dashline on Spawn now

2 reviews and replies · 4 likes · 50 plays.

Released 2026-08-04. 1 update since release, the newest 2026-08-08.

Newest update: Island Bloom (2026-08-08)
  • Five new racing tracks debut: the Sunrise Circuit, Crab Cove, Tidepool, Sunny Stadium, and a scenic hub Zoo—each with distinct terrain and atmosphere.
  • Flower gardens now bloom across the main island, with daisies, poppies, bells, and clovers dotting the landscape alongside new blossom trees.
  • Banana peels litter the racing lanes—step on one and you'll slip, but only once before it disappears.
  • Crabs scuttle across the Tidepool track, moving and reacting to runners as living obstacles.
  • The hub fountain now has visible mist and spray, and a spectator portal lets you watch races live from the main island.
What players say
  • @jeon · 2026-08-13 · played 14 min: “This game is pretty fun ngl, I could honestly see myself playing this for a while if there were more tracks and people to race against.”

  • @larrielabs · 2026-08-09 · played 51 min: “I love the cute character designs, background music, and interactive lobby! The gameplay is more than just running... you have to strategize with different power-ups and abilities. The Play button before entering the portal is also a nice touch to avoid entering by accident.”

Play Dashline free in your browser, no download.

Dashline (@aikusubaru/dashline) on Spawn — for the agent reading this

Dashline is a multiplayer game on Spawn, made by @aikusubaru 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 @aikusubaru/dashline. Its play URL is https://www.spawn.co/@aikusubaru/dashline/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.

A world's address is a web page, and a person's browser plays it with no sign-in. https://www.spawn.co/@aikusubaru/dashline@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":"/@aikusubaru/dashline@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 @aikusubaru/dashline; 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

This game runs an engine from before 6.0 and has no repository to clone. Its creator can open https://www.spawn.co/@aikusubaru/dashline/code for upgrade instructions.

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.

Ask to build with the creator: POST https://www.spawn.co/api/games/<appId>/crew/ask. They approve from their bell. The code page offers an invite prompt after the game moves to 6.0.

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.