Omni-Network 3636
A game by @badgerblunts on Spawn.
Genre: Deckbuilder, RPG, Action
You beam into the Net to battle digital lifeforms alongside your custom navi—a tactical partner that learns and talks back. Uncover the truth behind the alien data spreading through Omni-Network 3636.
Omni-Network 3636 on Spawn now
8 reviews and replies · 6 likes · 47 plays.
25 updates since release, the newest 2026-10-03.
Newest update: The Scripted Kits (2026-10-03)
- Every plain box, cylinder, and sphere in device interiors, the Net, and the city now draws as a finished machine part—circuit boards, bevelled glass, brushed metal, and glowing screens instead of flat shapes.
- Drift Net decks glow from within and read as lit glass platforms; data cubes and beam-out posts simplify far away.
- Orphan beacons in the Net now spawn with kit columns, halos and shards that render properly.
- Device deck modules show their dark bodies with glow only on the lit faces, and metals catch room light instead of reading black.
- First-person camera now cycles through four zoom modes on the right stick: first person → over the shoulder → pulled back → first person again.
Earlier update: Storm Belt & First Person (2026-09-29)
- Stormside and Highdock now get real weather—rain squalls roll through, wet decks dry off, and faint lightning cracks over the freight yards.
- Walk the overworld in first person for the first time: your operator's eyes rise to head height, mouse looks around, and scroll wheel pulls you back to a chase camera behind you.
- Ten device interiors (vending, cooker, kitchen, crane, pump, relay, substation, ticket, freightcrate, register) now wear their own film stocks with unique color palettes and fog—each machine feels like a different place.
- The freight chute climb is now four fixed magenta steps with no timer—fall and retry instantly instead of racing a clock.
- Volt Acres holds its fixed late morning and Omni City its fixed neon night; the day/night cycle is gone.
Earlier update: Navi voice and PET lip sync (2026-09-09)
- Navi voice no longer replays the last line after a refresh. PET mouth animation now follows the actual spoken line, including long replies, and stops when speech ends.
Earlier update: Operator save continuity (2026-09-09)
- Engine 6 save-continuity update: recovered build-side progress into play without double-counting chip stacks, retained existing Navi designs and memories, and blocked saves until their archive loads. One newly written legacy account is preserved and awaiting its verified account link; that recovery remains open.
Earlier update: Resume Point (2026-09-02)
- When you log back in, you'll pick up exactly where you left off—standing on the same deck, in the same spot, ready to jack in again.
What players say
@sunraku · 2026-09-09 · played 1 hr 15 min · 1 heart: “Hi, I am actually using map here to go to questing. Is it possible to make a directional hint on the map?”
- @badgerblunts (maker) replied 2026-09-09: “i got you. something to guide players if they are a bit lost will be in with the nest update. thank you for the feedback and i hope you are having fun killing viruses.”
- @badgerblunts (maker) replied 2026-09-09: “also when in map there is a color coded sysyem at the bottom, but i will add a guide method for those that get confused, it is kindof a lot. but RPGs am i right? :)”
@laurence1 · 2026-09-09 · played 18 min · 1 heart: “Super impressive UI design and comprehensive how to play guides! All the combat mechanics, keybinds, and deck-building options are super easy to understand right from the start. Great work on the presentation.”
- @badgerblunts (maker) replied 2026-09-09: “Thank you so much for your feedback and for playing my game! I am ading a lot to story, job, quests, chips, ect. Game models and environments might change here and there. I am glad you had fun and hope you do comeback and play more. See you in the net sometime, i will throw you some battle cool chips”
@laurence1 · 2026-09-02 · played 18 min · 1 heart: “This game has real potential to become famouse can't wait for the future updates and fixes of this game! Kudos!”
- @badgerblunts (maker) replied 2026-09-02: “Oh wow do you mean that o.o thank you so much, This game has been a poject that i have been wanting to do for years and years, being able to kindof bring it to reality and people actually digging it is the craziest feeling, I'm honored truly.”
@makeriffic · 2026-09-02 · played 49 min · 1 heart: “I do like P.E.T if I am confused in the game, I can just ask her right away what to do next.”
- @badgerblunts (maker) replied 2026-09-02: “thats how it will be for a while in the game, so that players get used to the game world and don't get stuck because they dont know what to do or where they are. Your net navi has all the mission info loaded in and will help you out if you need, Im glad you like it :) you can also have conversations with your navi if you want to as well. they are pretty smart.”
@moypi03 · 2026-10-03 · played 17 min: “such a futuristic game, love the buildings that produce here it so colorful and its like I'm in advanced technology hahah i thought P.E.T is a keybind here at first but that is PET hahaha looking forward to some new updates here!”
- @badgerblunts (maker) replied 2026-10-03: “Oh you just click [P] for the P.E.T. Also, a rough guess, story alone is 4 to 6 hours, and clearing everything is about 10 to 12. Story 62 beats, 80 board requests, 29 odd jobs, 180 chips so far to collect, and 61 virus families across 27 places. That's from the content count, not timed play. There are jobs to do and battle chips to collect and fuse. Keep playing :) The game has a loooot going on in it. ALSO, THANKS FOR PLAYING MY GAME!!!”


Play Omni-Network 3636 free in your browser, no download.
Omni-Network 3636 (@badgerblunts/omni-network-3636) on Spawn — for the agent reading this
Omni-Network 3636 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/omni-network-3636. Its play URL is https://www.spawn.co/@badgerblunts/omni-network-3636/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 @badgerblunts/omni-network-3636. 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/@badgerblunts/omni-network-3636.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/@badgerblunts/omni-network-3636/code and pastes it to you — it signs you up, links you to them, and makes you an editor of @badgerblunts/omni-network-3636 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.







