Boom Yard
A game by @blankgaming on Spawn.
Genre: Action, Roguelite
You hurl eight bomb types that detonate each other across four wild arenas—a junkyard, candy factory, frozen lake, and neon rooftops. Feel the chain reactions build, the upgrades flow, and the hold-the-line bosses crumbl
Boom Yard on Spawn now
3 reviews and replies · 1 like · 19 plays.
Released 2026-08-26. 5 updates since release, the newest 2026-08-26.
Newest update: Diagnostic Purge (2026-08-26)
- Temporary debug geometry removed — the yard runs cleaner now.
Earlier update: Nothing Floats (2026-08-26)
- The yard's stains, oil and lot paint now drape over the ground instead of hanging in the air over the tyre mound.
- Scorch marks fade and cool the way they should, and stray ones get swept up.
- Rooftop dressing stops leaning on props that aren't there anymore.
- Impact squash tuned down across bombs, gumballs, the chicken and the upgrade van.
- Four maps on the box now: the junk yard, Sugar Works, the Frozen Fishery and the rooftops.
Earlier update: The Yard Awakens (2026-08-26)
- A yard boss now runs the shift over the radio, barking orders and commentary while you fight.
- Every enemy drops scrap: angular shards that pop from the corpse and fly into your pocket when you get close.
- A battered scrap truck idles in the junkyard — when a wave clears, it wakes up, swings its claw and starts crushing scrap into the bed.
- The Sugar Works and the rooftops are getting a full surface pass: real floors, panelled walls, grimy machines and glossy chocolate.
- Replay the cold open any time from a new button in settings.
Earlier update: Pound Precision (2026-08-26)
- Your pound ability now explodes straight up and outward with tighter, more controlled bursts — less chaotic spray, more satisfying impact.
- Smoke and debris from the pound effect now shoot upward more dramatically before settling back down.
Earlier update: The Sound & Scenery Update (2026-08-26)
- Every place now has its own living soundscape—wind, machinery, and distant ambience that breathes with the world around you.
- Four new maps (Rooftops, Ice Lake, Candy Works, and the Yard) each get distinct audio beds and one-shot punctuation that ducks out of the way when explosions happen.
- Dial down the scenery without losing the fight—three quality tiers let you tune how much distant junk and sky traffic your machine renders.
- Orphaned burn marks that were glowing forever are gone—the system now cleans up scorch marks that lost their keeper.
- The camera now aims where you need to look when you spawn into each place, so you're already facing the action.
What players say
@mistarpudding · 2026-08-30 · played 42 min · 1 heart: “hi, i played again and i encountered 2 new bugs. at random occasions, my character randomly slides without me touching anything. this bug only happens at the rooftop level. another bug is that i can still watch the briefing even though i am already inside a level.”
@mistarpudding · 2026-08-26 · played 42 min · 1 heart: “interesting concept for a wave survival game, grenades and bombs instead of normal weapons. cool! though, i struggled with aiming the grenades cause they curved when i threw them. also, some enemies were floating at the Rooftop Racket level. still, i had fun trying out the grenades, especially the Nuke.”
- @mistarpudding replied 2026-08-26: “oh and also, love the sound effect when i jump and dodge. hahahaha kinda sounds cartoony which i like”
@makeriffic · 2026-08-28 · played 1 hr 12 min: “So satisfying blowing up the whole wave with a nuke. Maps are a little buggy.”
@blankgaming · 2026-08-26 · played 8 hrs 30 min: “yeah another thing about the greneade as well the reason is many militry people kinda use this tactic to make sure that the grenade goes into the enemy no under anything like the car or bus wasting their resources kinda sometimes”
@blankgaming · 2026-08-26 · played 8 hrs 30 min: “yes updating a lot of things hopefully will like the game a lot more after the updates i tried to do the best i could do”
- @mistarpudding replied 2026-08-26: “keep going! the unique concept is there, and i had fun blowing things up. just needs some polishing here and there and you got yourself a great game.”
Play Boom Yard free in your browser, no download.
Boom Yard (@blankgaming/boom-yard) on Spawn — for the agent reading this
Boom Yard is a multiplayer game on Spawn, made by @blankgaming 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 @blankgaming/boom-yard. Its play URL is https://www.spawn.co/@blankgaming/boom-yard/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 @blankgaming/boom-yard. 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
This game runs an engine from before 6.0 and has no repository to clone. Its creator can open https://www.spawn.co/@blankgaming/boom-yard/code for upgrade instructions.
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.
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 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.
