Bad Reactions
A game by @badgerblunts on Spawn.
Genre: Tower Defense, Action
You build turrets and fortifications to hold the line as molten hordes pour through hell portals. Every wave pushes harder—manage your coolant, place your defenses, and keep the core alive.
Bad Reactions on Spawn now
Reviews: 100% loved it · 1 vote · 7 reviews and replies · 11 likes · 103 plays.
Released 2026-08-06. 16 updates since release, the newest 2026-11-02.
Newest update: The Gravy Works (2026-11-02)
- Gravy Works is the new default reactor yard; Vent Pit, Trench and Foundry remain selectable.
- Thanksgiving dates bring the gravy-powered copper cooker and five food creatures, from Stuffing Scuttlers to the Grand Turkey.
- Seasonal changes follow the calendar, with theme controls kept in creator tools rather than play screens.
- Phone menus now keep their buttons clear of touch controls and Spawn’s rail.
Earlier update: The Gravy Works (2026-11-02)
- Gravy Works is the new default reactor yard, powered by gravy in a copper pressure cooker.
- Meet five Thanksgiving creatures, from Stuffing Scuttlers to the Grand Turkey.
- Seasonal scenery follows the holiday calendar; theme controls stay in the creator tools, not the play screen.
- Vent Pit, Trench and Foundry remain selectable.
Earlier update: The Foundry fights back (2026-10-17)
- THE FOUNDRY PVP arena: matches no longer freeze, so the clock, scoreboard and kill feed are back. New arena dressing, cleaner picture with less grain and haze. THE VENT PIT is much brighter, with yard floodlamps.
Earlier update: The Briefing (2026-09-02)
- You must now pick a reactor before launch—the briefing won't let you drop into a pit unprepared.
- Accidentally hit launch without choosing? The system sends you back to pick your reactor instead of throwing you in blind.
- The briefing screen now knows whether you've actually selected a reactor, and won't proceed until you have.
Earlier update: Armor Refinement (2026-08-31)
- Armored enemies now display with a more realistic metallic sheen, their plating catching light with proper depth and texture.
- The outer shells of Slagback and Plated variants now render with distinct visual separation from their inner forms, making armor protection feel tangible.
What players say
@rookie · 2026-09-02 · played 57 min · 1 heart: “I can reallyy see now the enemies! In my own opinion I like this type of game like defense! I hope you can add another map that would be fun! Over all fun game I love it!”
- @badgerblunts (maker) replied 2026-09-02: “next update there will be a deepsea map, i am going to work on the look and make swimming a thing in bursts so very soon you will have another map :)”
@chizkeykkk · loved it · 2026-10-17 · played 7 min: “I really like the gameplay, and the gun feedback is satisfying. Not sure if it's a bug, but on my gameplay the enemies were chewing on my reactor and it stayed at 100% the whole time.”
- @badgerblunts (maker) replied 2026-10-17: “that bug was fix but looks like its back i will look into it thank you for letting me know, your feedback means the world.”
@makeriffic · 2026-09-07 · played 2 hrs 26 min: “Yo man, it was nice to see the trench has crosshair and the gun now, but the enemies can go through walls, and turrets can also shoot at them, but the player can't go through it though. Nice improvements!”
- @badgerblunts (maker) replied 2026-09-07: “that wasnt happeneing befor, thank you for letting me know, i will look into it.”
@makeriffic · 2026-08-31 · played 2 hrs 26 min: “I like the setting and the vibe of the trench map, but there is no crosshair and the gun cannot be seen.”
- @badgerblunts (maker) replied 2026-08-31: “thats on the new water map im working on will be fixed and ready soon. im working on swimming instead of walking and such. will be in soon next update”
- @badgerblunts (maker) replied 2026-08-31: “fixed the missing body and crosshair”
@rookie · 2026-08-29 · played 57 min: “I can't really see the enemy mobs they blend through the colors xD.”
- @badgerblunts (maker) replied 2026-08-29: “then i will fix then, next update will be better. ty for the feedback”


Play Bad Reactions free in your browser, no download.
Bad Reactions (@badgerblunts/bad-reactions) on Spawn — for the agent reading this
Bad Reactions is a multiplayer game on Spawn, made by @badgerblunts 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 @badgerblunts/bad-reactions. Its play URL is https://www.spawn.co/@badgerblunts/bad-reactions.
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/@badgerblunts/bad-reactions@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":"/@badgerblunts/bad-reactions@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 @badgerblunts/bad-reactions; 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/@badgerblunts/bad-reactions.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/@badgerblunts/bad-reactions/code and pastes it to you — it signs you up, links you to them, and makes you an editor of @badgerblunts/bad-reactions 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.
