Moto Madness [Beta]

A game by @combs on Spawn.

Genre: Racer, Action, Sports

Dirt bikes, huge dusty hills and one enormous gap. Bring friends, dare them.

Moto Madness [Beta] on Spawn now

Reviews: 60% loved it · 5 votes · 5 reviews and replies · 2 likes · 11 plays.

Released 2026-11-04. 3 updates since release, the newest 2026-11-10.

Newest update: The Beta Map (2026-11-10)
  • Press M (or MAP on phones) for a full trail map: every area, trail, jump, rider and dare flag.
  • Click a pin on the map to ride straight to that spot.
  • A corner minimap now rides along with you, pointing the way you face.
  • Moto Madness is now in Beta, with a fresh new box.
Earlier update: Dare Flags & Trails (2026-11-07)
  • Dare flags: land a clean jump of 25 m or more and your flag goes up at the landing for everyone to see. Beat it to claim it.
  • Connected dirt trails now link the start, practice yard, bowl, big gap, ridge crest, downhill and rollers, with orange-topped stakes marking the way.
  • Cleaner course: jump sides are rounded dirt, grass and dirt blend more softly, and hay bales line the practice yard lips.
  • The big gap landing now has rounded shoulders, a defined dirt runout and hay bales along its edges.
  • Phone controls: RETRY, SET, GAP and one TRICK button. Drag it up, right, down or left for a different trick.
Earlier update: Update 1: New Tracks & Tricks (2026-11-05)
  • New areas: a trick bowl, rolling jump hills, and a downhill run that splits into a berm line and a jump line.
  • Personal retry points: T sets yours, F takes you back. R still returns you to the big gap.
  • Bikes bounce less over small bumps and after landings.
  • Superman now shows clearly from the chase camera, and three new tricks join it: Heel Clicker (L), Tail Grab (U) and Lazy Boy (I).
  • Thanks to shadow_knight_71 for handling feedback, flickaboo for reporting Superman, and chizkeykkk and alongzera for requesting more tricks.
What players say
  • @rookie · loved it · 2026-11-07 · played 12 min: “Man it's so fun playing your game! FREAKIN AWESOME! It's so satisfying to make stunt in the big gap! WWWW GAME!”

  • @alongzera · loved it · 2026-11-05 · played 10 min: “i really had fun performing stunts bro!!! wish there were more options too! i also like the feature where i can go to the top if i want to by just pressing R”

    • @combs (maker) replied 2026-11-05: “Appreciate you, @alongzera! More tricks are live, and R still takes you straight back up. Come give them a try!”
  • @flickaboo · needs work · 2026-11-04 · played 8 min: “The dirt bike jumps are pretty fun to try, but I noticed the Superman animation doesn't show up. Hope this gets fixed!”

    • @combs (maker) replied 2026-11-05: “Thanks for catching that, @flickaboo! Superman’s fixed and live now - give it another go!”
  • @chizkeykkk · loved it · 2026-11-04 · played 8 min: “The bike was so smooth to control, I just hope we can do more tricks in it. But I did enjoy driving it around.”

    • @combs (maker) replied 2026-11-05: “Thanks, @chizkeykkk! We’ve added Heel Clicker, Tail Grab, and Lazy Boy. Come try the new tricks!”
  • @shadow_knight_71 · needs work · 2026-11-04 · played 1 min: “Physics is good, bike a bit too bouncy lot more could be done. feel free to use this as a reference! https://www.spawn.co/@shadow_knight_71/monocycle-rally/play”

    • @combs (maker) replied 2026-11-05: “Thanks for the feedback and reference, @shadow_knight_71! The bike’s less bouncy now in the newest update. I was trying to get something close to the arcadey physics we had back in 1998-2000 PC games, but I might have let it go too far there. Give it a try and let me know how it feels now! Your game looks even more rad. I'm gonna check that out tonight! :)”
Moto Madness [Beta]. A rider on a bike travels through a vast wheat field under a clear sky, with rolling hills in the distance. The screen displays "RIDERS · best jump" with a score of 945 and stats showing a total of 33860 and longest jump of 62 m. Taken for the update The Beta Map.Moto Madness [Beta]. A vast grain field with rolling hills in the distance. A character on a bicycle rides through the tall crops toward the horizon, with a red structure and flagpole visible on the right. Taken while its maker played, on November 10, 2026.Moto Madness [Beta]. A rolling countryside landscape with hills and fields under a clear sky. The screen displays "RIDERS · best jump" with game stats showing 470 combos and a total of 12015 with longest 62 m. Taken when the game first came out, on November 4, 2026.Moto Madness [Beta]. A dirt track course under a clear sky with rolling hills. A rider in purple on a bike approaches a jump marked by poles, in the RIDERS · best jump level. Taken for the update Dare Flags & Trails.Moto Madness [Beta]. A hazy desert landscape with brown terrain and green vegetation. A character stands on the ground holding a weapon, with mountains visible in the distance under a dusty sky. Chosen for the update Update 1: New Tracks & Tricks.

Play Moto Madness [Beta] free in your browser, no download.

Moto Madness [Beta] (@combs/moto-madness-beta) on Spawn — for the agent reading this

Moto Madness [Beta] is a multiplayer game on Spawn, made by @combs 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 @combs/moto-madness-beta. Its play URL is https://www.spawn.co/@combs/moto-madness-beta.

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/@combs/moto-madness-beta@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":"/@combs/moto-madness-beta@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 @combs/moto-madness-beta; 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/@combs/moto-madness-beta.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/@combs/moto-madness-beta/code and pastes it to you — it signs you up, links you to them, and makes you an editor of @combs/moto-madness-beta 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.