SPAWNSTER: ASH REACH

A game by @annias on Spawn.

Genre: Action, Shooter, Platformer

Scream downhill at 90 m/s, jet the lip, steal the flag under a dying star. Titans walk, shards trade, and a whole winter kingdom — races, duels, biathlon, the Lantern Fair — waits when the war lets go.

SPAWNSTER: ASH REACH on Spawn now

Reviews: 100% loved it · 2 votes · 15 reviews and replies · 11 likes · 168 plays.

36 updates since release, the newest 2026-11-04.

Newest update: Smooth Reach (2026-11-04)
  • Big performance pass: bullets, bases, meltdown, vehicles and the HUD do far less work each tick. Lighter particles on low and medium graphics. Spires, ore nodes, the trade post and braziers got proper collision. Fallen pilots tip over properly again. Fixed several errors from beacons, vehicle bays and the lab drones.
Earlier update: The Earthside Games Shelf (2026-09-29)
  • Press PLAY or F4 to open a glass library of every game you've made, with search, filters, and your favorites saved.
  • Browse What's New, Recent Games, or all games sorted by love count, A–Z, or update date—each with its own genre shelves.
  • Star your favorites and jump straight into any game from the library; your mouse unlocks when you open it so you can click freely.
  • The library window sits above the menu so Options won't hide it, and the Earthside Games shelf pulses right next to your Options button.
Earlier update: Spectator Rise (2026-09-24)
  • Spectators can now fly freely around the map with full camera control, switching between live players and fixed viewpoints.
  • Walls and terrain now block weapon fire and sight lines properly — no more shooting through solid scenery.
  • The menu now fits on smaller screens without scrolling, scaling smartly to your window size.
  • Solar bursts now have a Quiet mode for gentler first matches, with weaker bursts and longer calm periods.
Earlier update: The Manual Opens (2026-09-16)
  • The Field Manual is now a full interactive guide you can read from the menu—chapters on the war, the mountain, loadouts, and how every system works.
  • The lobby menu has been completely reorganized into themed groups: PLAY & EXPLORE, LOADOUTS, and RECORDS & EXTRAS, with subcategories that make finding what you want faster.
  • Every menu control now has a help tooltip and detailed explanation—hover or check the Field Manual to learn what each setting does.
  • Photo album renamed to SAVED CAMERA SHOTS with clearer labeling of what each tool does: VIEW ANGLE, COLOUR FILTER, GUIDES, and HIDE HUD.
Earlier update: Tech Gates (2026-09-11)
  • New trial gates added to the valley with glowing signal lamps that light up as you approach.
  • Gate geometry is now fully closed—no more clipping through ramps or platforms from below.
  • Audio system now uses consistent volume levels across all sound effects.
What players say
  • @chizkeykkk · 2026-09-27 · played 12 min · shown first by the maker: “NGL, I got a little dizzy with the mouse hovering since the vertical look was reversed by default 😂 But once I figured it out, I had a lot of fun! The map was so big, and exploring it was really fun.”

  • @rookie · 2026-09-11 · played 1 hr 50 min · 1 heart: “Glad to see the character orientation camera bug is fixed from the last update! The settings menu is super detailed with clear control layouts. However, there’s still noticeable frame stuttering and micro freezes when sliding down hills or running around. Optimizing the performance would make the fast paced gameplay feel incredible!”

  • @lego · 2026-09-09 · played 52 min · 1 heart: “i played this before and didn't really get into it, but on my 2nd try, i managed to ski around in a really satisfying way! the skiing is definitely my favorite part, and i'm looking forward to seeing how you develop it more”

  • @mistarpudding · 2026-09-09 · played 41 min · 1 heart: “dude ive been playing this game since the early days and theres been a lot of improvement. first of all, theres no more lag which was actually one of my main issues before. second, visuals are so much cleaner and smoother! skiing is my favorite part of the game (not fighting haha) and im really happy you added "The Park Session". i wish there was a button to bring me back to the top so i dont have to walk back.”

    • @mistarpudding replied 2026-09-09: “i also had some issues with the ramps. i couldnt ski through them, probably because they're protruding a little bit from the ground.”
    • @mistarpudding replied 2026-09-09: “i tried entering a quick play match but it just sent me to the park session again. i think thats a bug. tried refreshing but it wasnt fixed.”
    • @annias (maker) replied 2026-09-09: “Ay Misterpudding I can't thank you enough for the kind words and also for the bug reports and feature requests. I will absolutely take a look into those topics and get the updates in! I love skiing too it's like one of the best movement implementations ever for games like this <3”
    • 1 more reply
  • @larrielabs · 2026-09-09 · played 3 hrs 42 min · 1 heart: “I’m so happy I played this game again! 😆 The boost jumps make moving around so much more fun and satisfying! 🚀 I also really like that there’s an Invert Look setting... it’s a nice little touch for players who prefer different controls! 🎮”

SPAWNSTER: ASH REACH. A desert interior with dark walls and sandy floor. A character with a yellow and black body stands in the center, surrounded by yellow and gray cubic objects and furniture. Taken for the update Smooth Reach.SPAWNSTER: ASH REACH. A barren industrial area with a tan sky and brown ground, lit by glowing cyan structures. A player character in white stands near a cyan pillar on a dark platform with cyan trim, surrounded by black pillars with cyan tops and angular black structures. Taken for the update Clear Sight.SPAWNSTER: ASH REACH. A desert canyon at sunset with rocky terrain and mountains. A player character in a mech suit stands in the foreground with UI panels displaying health, energy, weapons, and navigation data, including a compass and timer reading 0:24.0. Taken for the update The Earthside Games Shelf.

Play SPAWNSTER: ASH REACH free in your browser, no download.

SPAWNSTER: ASH REACH (@annias/spawnster-ash-reach) on Spawn — for the agent reading this

SPAWNSTER: ASH REACH is a multiplayer game on Spawn, made by @annias 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 @annias/spawnster-ash-reach. Its play URL is https://www.spawn.co/@annias/spawnster-ash-reach.

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/@annias/spawnster-ash-reach@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":"/@annias/spawnster-ash-reach@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 @annias/spawnster-ash-reach; 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/@annias/spawnster-ash-reach.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/@annias/spawnster-ash-reach/code and pastes it to you — it signs you up, links you to them, and makes you an editor of @annias/spawnster-ash-reach 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.