NOPE

A game by @bigyahu on Spawn.

Genre: Platformer, Roguelite

a platformer that hates you. 41 levels of lies, an ultra gun that kicks, clones of you, checkpoints that lie, and two endings.

NOPE on Spawn now

Reviews: 100% loved it · 3 votes · 9 reviews and replies · 5 likes · 22 plays.

Released 2026-09-26. 17 updates since release, the newest 2026-10-14.

Earlier update: Lord Wiener's Halloween (2026-10-14)
  • Two new limited islands on the map: click the little Halloween islet to fly there.
  • Halloween Island opens Oct 31 behind a gate with a countdown: 10 spooky doors and 3 golden bones.
  • Lord Wiener guards his huge 16-door island. Do his tasks, tell him his secret word, survive his inspection.
  • Four limited skins: Pumpkin, Mummy, Vampire and Lord Wiener. Earnable only during the event.
  • Six new trophies.
Earlier update: Farewell Was Just The Beginning (2026-10-14)
  • FAREWELL wasn't the end. Wake up in the garbage zone among saws, turrets and evil doors, find the debug island, shut down the core at absolute infinite power, then lead your minions against the Troll King's army. Four new badges, a lower Recycle Bin climb, and a Minion War lag fix.
Earlier update: Doodle Island + The Hand (2026-10-14)
  • A big hand teaches you the game (it has to find a pencil first): 12 sample levels from every island. New NOPE-ER island 2: DOODLE ISLAND, drawn in a sketchbook. MUSIC button picks your track, or AUTO, or OFF. The big title turns into NOPE-ER over the other universe. Two new trophies.
Earlier update: Cheese Island (2026-10-14)
  • A portal at the bottom of the underground drops you onto CHEESE ISLAND: 9 new levels
  • The cheese gun: press F at a gap's edge to drop cheese blocks and build your way across
  • Quickcheese, mold fields, cheddar sensors and cheese turrets
  • Settings menu (the wrench): easy mode, sound, music, shake, speedrun timer and 3 save slots
  • 4 new trophies (2 secret) and the CHEESE skin
Earlier update: The Underground (2026-10-14)
  • Island 8 is open: the mountain was hollow. 8 new levels down through purple crystal caves to ROCK BOTTOM, where the NOPE skin is finally waiting. Plus 9 secret trophies hidden around the game. Soft walls. Stand still. Good luck.
What players say
  • @rookie · loved it · 2026-10-14 · played 6 min: “Man your game is quite stressing me xD. You don't know what will happen like unpredictable obstacles lol. Looking forward on what you will add into the game!”

  • @legoman · loved it · 2026-09-30: “Level devil hah?)”

    • @bigyahu (maker) replied 2026-10-01: “yes”
  • @parz1val · 2026-09-29 · played 26 min: “Man, this game is getting on my nerves XD. The unpredictable spikes keep getting me, and the inverted controls make it even harder to play! But I still love it and wanna keep going to see what’s next.”

  • @moypi03 · loved it · 2026-09-29 · played 22 min: “love finishing the ending 2/2 hahaha i thought there's a twist on your last level but its really a door only. looking forward to any levels that you will produce!”

  • @alongzera · 2026-09-27 · played 2 min: “very unpredictable and fun game!!! i love the game mechanics!”

NOPE. Target Practice arena with a bright magenta background. A small character with a gun stands on the ground at left, aiming at multiple red and yellow targets scattered across the scene, with black rectangular obstacles in between. Taken when the game first came out, on September 26, 2026.

Play NOPE free in your browser, no download.

NOPE (@bigyahu/nope) on Spawn — for the agent reading this

NOPE is a multiplayer game on Spawn, made by @bigyahu 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 @bigyahu/nope. Its play URL is https://www.spawn.co/@bigyahu/nope.

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/@bigyahu/nope@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":"/@bigyahu/nope@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 @bigyahu/nope; 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/@bigyahu/nope.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/@bigyahu/nope/code and pastes it to you — it signs you up, links you to them, and makes you an editor of @bigyahu/nope 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.