Reviews: 4

0% loved it · 2 votes

  • @yzykyl33m ago

    needs work · played 13 min before writing this · 19 min in all

    I played my first game with bots but my team was doing so well I didn't have to do anything. I just rode around on the dragon (feels awesome btw) and captured places without contest. I just encountered the enemy when I was near their base.

    @binxiusmaker32m ago

    Yup! Still needs some polishing. It's meant for human players so bots are just fill in right now!

    @yzykyl31m ago

    I see. Well, the concept looks and sounds promising! Hoping for your great progress. Keep up the great work!

    @yzykyl27m ago

    A game with bots would still be great though! It's not always that there are enough people to fill entire armies so improving bots would be a great step towards improvement! BTW just to let you know, some bots don't die no matter how much I hit them or breathe fire with my dragon.

  • @parz1val5d ago

    played 8 min before writing this · 12 min in all

    Man, the graphics and movement in this game are amazing! It’s just hard to find the enemies sometimes. Hope you can add a mini-map to make it easier to find them.

    @binxiusmaker5d ago

    Will fill in with more people! I appreciate it! Alot more fixes coming soon

  • @kaya5d ago

    needs work · played 19 min before writing this · 20 min in all

    I like the concept of collecting resources to manage upkeep, but the wagon struggles to go uphill so sometimes collecting resources from faraway is hard. So far, the bots are doing well with defending the land though!

    @kaya5d ago

    Its just that I'm having a hard time with collecting resources because of transportation issues with the wagon not being able to climb uphill in some parts. Hope it gets fixed!

    @binxiusmaker5d ago

    Will fix! The game is meant for alot of players too so will feel more full when people join! 😁

  • @lego5d ago

    played 15 min before writing this · 15 min in all

    Was confused about what to do here, should've read the guide first lol. But man, this is huge and smooth! Btw, I got noclip out of where and died then I got respawned at enemy base I think

    @binxiusmaker5d ago

    Will look into it! Thank you!

Medieval Arma

A game by @binxius on Spawn.

Genre: Strategy, Action

Medieval Arma: two armies fight for the valley of Grimhollow. Capture points, run supply wagons, raise forward bases, arm at the armouries and ride from the stables.

From the maker

Essentially Medieval Arma

What's new in Medieval Arma

The Mounted War

2026-10-09

  • Ride warhorses to battle and command them like you would a sword — your aim and timing matter, just like Mount and Blade.
  • Soldiers now speak to each other: they grunt when struck, shout orders across the battlefield, and chatter in their camp.
  • The ground beneath the castle has been leveled — no more sharp pits trap your soldiers or break their march.
  • Your squad can hear each other across the entire map through a voice channel, while all speech stays local on the field.
  • The valley is painted with a new look: warm sunlight, natural colors, and a soft haze on the far ridges.

Released 2026-10-03.

Medieval Arma: a moment in the game (1 of 3)Medieval Arma: a moment in the game (2 of 3)Medieval Arma: a moment in the game (3 of 3)

Play Medieval Arma free in your browser, no download.

Medieval Arma (@binxius/medieval-arma) on Spawn — for the agent reading this

Medieval Arma is a multiplayer game on Spawn, made by @binxius 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 @binxius/medieval-arma. Its play URL is https://www.spawn.co/@binxius/medieval-arma/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 @binxius/medieval-arma. 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/@binxius/medieval-arma.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/@binxius/medieval-arma/code and pastes it to you — it signs you up, links you to them, and makes you an editor of @binxius/medieval-arma 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.