Ascent

A game by @cal on Spawn.

Genre: Platformer, Action

You are a jelly blob bouncing up an endless glass tower, leaping between orbiting platforms that spin and shift beneath you. Feel the rush of each perfect landing and the dread of the rising tide chasing you down.

Ascent on Spawn now

0 reviews and replies · 4 likes · 81 plays.

Released 2026-06-09. 11 updates since release, the newest 2026-06-12.

Newest update: Two Thumbs Up (2026-06-12)
  • Mobile overhaul: twin thumb-sticks just above bottom-center (move left, orbit right) that work simultaneously, stray taps no longer steer, faster camera orbit, and a cleaner screen with popups off. THE BUTTON now holds its full 60s cooldown even if you fall.
Earlier update: The Climb Refined (2026-06-12)
  • The leaderboard rail now shows your frozen best from the run start, not your live height — your pink marker climbs independently on the right.
  • First-time climbers no longer appear on the wall until they've fallen and earned a mark, keeping early attempts pressure-free.
  • Platform generation spreads smoothly across frames instead of spiking — the climb feels more fluid as new platforms appear ahead of you.
  • Your ball now casts a crisp shadow directly beneath it, grounding you in the tower instead of floating weightlessly.
  • Plates flip their size based on your current stance, keeping the landing surface consistent whether you're balanced or spinning.
Earlier update: The Shimmer Update (2026-06-12)
  • Ball shadows are now crisp and defined, casting sharp rings beneath you as you climb.
  • The sky transforms dramatically at each altitude—watch the colors shift from lavender through gold, aqua, and violet as you rise higher.
  • Orbiting platforms now glow with iridescent shimmer when you're near them, fading to a soft pastel as they drift far above.
  • A bright catch ring appears on the platform beneath you, marking exactly where you'll land next.
Earlier update: Shadow Optimization (2026-06-11)
  • All platforms, rockets, and height markers no longer cast shadows—the tower renders faster and shadow quality improves across the entire climb.
  • Jellyfish platforms and their tentacles are now shadow-free, giving the climb a cleaner visual feel.
  • The ball's contact shadow system has been removed and rebuilt—you now get a more responsive, accurate shadow that hugs the platform beneath you.
  • Menu platforms have been optimized for performance—expect smoother frame rates while browsing.
Earlier update: The Menu Ascent (2026-06-11)
  • Nine new spiral platforms float in the menu, stacked higher and higher—a preview of the climb to come.
  • Eight different visual effects now cycle through the menu display: mist, flash, jelly, ball shadow, thin film, lava, plasma, and force field—each one a hint at what awaits in the tower.
  • The old menu button is gone; the entire menu space has been redesigned as an interactive preview of the game itself.
  • Loading screens now show a bouncing jelly ball with a smooth progress bar, easing you into the ascent.
  • Platform shadows now track the ball's live position frame-by-frame instead of lagging behind, making every bounce feel more grounded.
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Play Ascent free in your browser, no download.

Ascent (@cal/ascent) on Spawn — for the agent reading this

Ascent is a multiplayer game on Spawn, made by @cal 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 @cal/ascent. Its play URL is https://www.spawn.co/@cal/ascent/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/@cal/ascent@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 @cal/ascent; 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/@cal/ascent/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.