Lodestones
A game by @beach on Spawn.
Genre: Strategy, Party Game
# Lodestones You command magical stones on an enchanted air-hockey table, flicking them to strike a glowing orb toward your opponent's goal. Take turns placing your stones strategically, then watch them collide and ricochet in a mesmerizing dance of momentum and magic. Score three goals first to claim victory and advance through an endless ladder of increasingly clever rivals.
Lodestones on Spawn now
4 reviews and replies · 2 likes · 119 plays.
Released 2026-03-11. No updates since release yet.
What players say
@dreamcatcher · 2026-03-16 · played 8 min · 1 heart: “I'm terrible at the game, but I really enjoyed it! I'd love to see more design on the outside of the arena to really make it feel immersive!”
@bennett · 2026-03-13 · played 17 min · 1 heart: “i beat the game! once i get to the very end hitting new game takes a second to go back to the home page. Suggestion: add a loading screen here so i dont spam the buttons”
@bennett · 2026-03-13 · played 17 min: “pretty neat game. the rival is so good but i will win”
- @bennett replied 2026-03-13: “looking forward to multiplayer”
- @beach (maker) replied 2026-03-17: “I know, it drove me crazy for a while until I beat him -- like how dare you be better at my own game than me lol”
@izkimar · 2026-03-11 · played 9 min: “Really chill game! I'm digging the concept. Though I'm thinking maybe you should get at least one pull stone in the first draw.”
- @beach (maker) replied 2026-03-13: “Good idea, I appreciate the feedback!”
Play Lodestones free in your browser, no download.
Lodestones (@beach/lodestones) on Spawn — for the agent reading this
Lodestones 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/lodestones. Its play URL is https://www.spawn.co/@beach/lodestones/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/lodestones@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/lodestones; 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/lodestones/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 — 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.
