Shoot the Hills
A game by @chizkeyk on Spawn.
Genre: Action, Strategy
Pull back, let fly, and take the hill in a turn-based artillery duel against a crafty computer captain.
Shoot the Hills on Spawn now
Reviews: 100% loved it · 4 votes · 13 reviews and replies · 18 likes · 168 plays.
Released 2026-09-17. 6 updates since release, the newest 2026-10-23.
Newest update: Stars On The Line (2026-10-23)
- Multiplayer wins now add a rank star, and losses take one away. Your rank can drop.
- Concede or walk out of a multiplayer duel and you'll watch your lost star crack and fall on Home.
- Captains stay at least 18m apart. Walk too close and a TOO CLOSE warning stops you.
Earlier update: Captains On The Move (2026-10-23)
- Walk with A/D and jump with Space: 7m of moving each turn
- Every turn is 30 seconds, with a big countdown clock that ticks in the last 5
- Multiplayer wins now earn rank stars and coins
- Classic bots walk and jump too
- The tutorial teaches moving and the timer, and you can skip it
Earlier update: The Home Return (2026-09-20)
- When you cross between your Solo campaign and a Versus duel, you now properly return to the home menu instead of getting stuck mid-battle.
- Captains stay hidden during the Versus coin flip countdown so the side and turn choices stay fair.
- Terrain sprites now repair themselves if they fall out of sync with the game state, fixing occasional visual glitches without restarting matches.
- The Versus coin flip is faster — sides lock in 1 second, first shot flips in 2 more, and the whole countdown wraps up in 6 seconds instead of 10.5.
Earlier update: Two Coins, One Duel (2026-09-19)
- Unranked 1v1 is back. Two independent coin flips pick the hills and first shooter, with slower reveals, clear You/opponent labels, and time to read the results before parachuting in.
- Finished multiplayer matches now close properly: no rematch button, and entering Multiplayer again starts fresh. Multiplayer hits, misses, and wins contribute to battle statistics without changing Solo rank or rewards.
- Leaderboards refresh automatically every clock minute, including while closed. Includes projectile presentation and cleanup fixes.
What players say
@giraffe · loved it · 2026-11-07 · played 2 min · 1 heart: “What a fun game; Will try to come back and play with a friend very well done! Loved the style and art”
- @chizkeyk (maker) replied 2026-11-07: “thanks for checking it out”
@bomb_bo · loved it · 2026-11-07 · played 2 min · 1 heart: “I liked the game, and the pixel art was good the game isn't bad. <3”
@flickaboo · loved it · 2026-10-23 · played 12 min · 1 heart: “Man, this reminds me of the OG Gunbound! 😂🎯 I'm terrible at aiming in this game hahaha, but I love that there's both Classic and Multiplayer modes. Definitely wanna play more and get better at it!”
@devcat · loved it · 2026-10-11 · played 12 min · 1 heart: “oh this takes me back. worms days :D turns out im a terrible shot and destroyed half the battlefield before finishing my opponent! lost of fun. will play some more when i get the chance!”
@alongzera · 2026-09-30 · played 53 min · 1 heart: “Suggestion to have our characters to move a good amount of distance and not just stable at where we land. That will make the game more competitive and make the rounds last more.”
Play Shoot the Hills free in your browser, no download.
Shoot the Hills (@chizkeyk/shoot-the-hills) on Spawn — for the agent reading this
Shoot the Hills is a multiplayer game on Spawn, made by @chizkeyk 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 @chizkeyk/shoot-the-hills. Its play URL is https://www.spawn.co/@chizkeyk/shoot-the-hills.
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/@chizkeyk/shoot-the-hills@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":"/@chizkeyk/shoot-the-hills@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 @chizkeyk/shoot-the-hills; 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/@chizkeyk/shoot-the-hills.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/@chizkeyk/shoot-the-hills/code and pastes it to you — it signs you up, links you to them, and makes you an editor of @chizkeyk/shoot-the-hills 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.

