Echoes of Midnight

A game by @beach on Spawn.

Genre: Tactics, Roguelite

Pick two drifters and walk the road from dusk to dawn — turn-based battles, strange encounters, and a desert that remembers your choices.

Echoes of Midnight on Spawn now

2 reviews and replies · 3 likes · 73 plays.

Released 2026-03-11. 2 updates since release, the newest 2026-03-26.

Newest update (2026-03-26)
  • The UI whispers from deeper within the void, repositioned to draw you further down into darkness.
  • Interface elements settle lower on your screen, as if pulled by the weight of midnight itself.
Earlier update (2026-03-26)
  • The desert now stretches endlessly before you — a winding road carved through sand and stone, lined with 20 encounters between dusk and dawn.
  • Your party walks the road together, their silhouettes casting long shadows as the atmosphere shifts from golden hour through deep night toward the pre-dawn glow.
  • New vignette dioramas mark each encounter — paper-cut scenes of events and battles unfolding across the wasteland.
  • The scoring system now reflects survival itself — how much health your party retains is what matters, not how fast you finish.
  • Rook, Sable, and Kestrel's stories have been rewritten to match the night they're walking into — each carries a different weight, a different reason for being on this road.
What players say
  • @bennett · 2026-03-16 · played 17 min · 2 hearts: “this is sick i love the characters and plot. i am stuck right now on the first standoff because my characters will only defend and not attack. Directions or a walkthrough for the first level would be a huge value add”

    • @beach (maker) replied 2026-03-17: “Oh weird bug, thanks! And good call on the tutorial”
    • @beach (maker) replied 2026-03-17: “Ah, I see what happened I think -- I had all the brands set to auto-equip, so if you selected them at the start it was actually de-selecting them. Will address this in the overhaul for sure!”
  • @dreamcatcher · 2026-03-16 · played 17 min · 1 heart: “I love this! I love the choose your own adventure style gameplay and then moving into the combat! It's a really cool system. I think the UI could use a little revamping, it's a lot to take at once and the background does make it a little distracting.”

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Play Echoes of Midnight free in your browser, no download.

Echoes of Midnight (@beach/echoes-of-midnight) on Spawn — for the agent reading this

Echoes of Midnight is a multiplayer game on Spawn, made by @beach 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 @beach/echoes-of-midnight. Its play URL is https://www.spawn.co/@beach/echoes-of-midnight/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 that any browser plays, headless included, with no sign-in. https://www.spawn.co/@beach/echoes-of-midnight@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.

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 @beach/echoes-of-midnight; 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/@beach/echoes-of-midnight/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.