Streets of Spawn [Demo]

A game by @combs on Spawn.

Genre: Action, Arena Brawler

Rivet takes the night market back from the Blackout Crew, one punch at a time. A neon belt-scrolling brawler.

Streets of Spawn [Demo] on Spawn now

Reviews: 100% loved it · 4 votes · 4 reviews and replies · 2 likes · 10 plays.

Released 2026-11-10. 2 updates since release, the newest 2026-11-10.

Newest update: Night On Fire (2026-11-10)
  • Brand-new early-90s euro-house soundtrack: house piano, 909 kicks and synth leads on every stage, the title and the boss.
  • The Night Market burns: red-orange fire glow, smoke and ash drift over the street.
  • A police cruiser sits at the curb with its red and blue lights going.
  • Street clutter straight off a box cover: a tipped trash can spilling garbage and an open manhole.
Earlier update: The Flanker (2026-11-10)
  • New in Loading Alley: a Scrapper who whistles and circles round to hit you from behind. Watch for the teal glow.
  • Co-op guests: your Rivet answers your keys much faster now. Thanks @chizkeykkk for flagging the delay. Online co-op can still feel a little spotty, and we're working on it.
  • Arcade cabinets are easier to hit: the hit area now matches the whole machine, with a little give out front. Thanks @afterfault_interactive.
  • We looked into enemies holding back their attacks (thanks again @afterfault_interactive). We couldn't reproduce it yet, but we're watching for it.
  • Shout out to @flickaboo and every crew who took the Blackout Crew down together!
What players say
  • @yujiro · loved it · 2026-11-10 · played 6 min: “Playing this game gives me nostalgic vibes hahaha The graphics look great, and the controls feel smooth. It would be nice to have a dodge roll or block ability for situations where I get surrounded by enemies and need a way to escape.”

    • @combs (maker) replied 2026-11-10: “Aww thanks homie! Those nostalgic vibes are exactly what I was going for! :) Love the dodge roll and block ideas.. I’m planning grabbing and throwing next, so I’ll add those to the list too. Really appreciate you playing and sharing ideas!”
  • @flickaboo · loved it · 2026-11-10 · played 8 min: “Really fun playing this with friends! The combat feels smooth, and we managed to defeat the first boss together. Looking forward to taking on more of the Blackout Crew! 😂🔥”

    • @combs (maker) replied 2026-11-10: “Aww thank you! So glad you had fun taking on the Blackout Crew together! The arcade’s waiting for you next 😂🔥 Really appreciate you playing! :)”
  • @chizkeykkk · loved it · 2026-11-10 · played 6 min: “dude! I really love the game, it was simple and was also fun playing it with a friend, tho I noticed my inputs have delays in them, i think maybe it's cos of the multiplayer”

    • @combs (maker) replied 2026-11-10: “Thanks yo! :) I’ve been working on the co-op delay, and it feels much better in my tests now. Still a little jank to iron out, but your feedback really helped!”
  • @afterfault_interactive · loved it · 2026-11-10 · played 18 min: “love this game completed both levels felt a bit to easy tho i diddnt get atacked until the second boss and someof the arcade machines where a bit hard to hit but love this game mad keep working on it ill be back for the next update :) amzing”

    • @combs (maker) replied 2026-11-10: “Aww, that means a lot @afterfault_interactive! Especially coming from a fellow SOR fan! :) Amazing feedback, and I'll def be sure to those issues fixed up in the next update!”
    • @combs (maker) replied 2026-11-10: “Quick update dude! I just did a hotfix that improves the cabinet hit detection, and I’m still looking into the enemies not attacking. Were you playing solo or co-op when that happened? Thanks again for playing through both levels and helping me improve it! :)”
    • @afterfault_interactive replied 2026-11-10: “@combs No sorry thats my fault completely theu could hit me but they where to easy i combo'd them all even the first boss completely without taking damage i think i got hit on until the second boss”
    • 1 more reply
Streets of Spawn [Demo]. Night Market — 1994. A character stands in a neon-lit urban street at night, facing a menu screen with options to start, select levels, or view leaderboards. The scene displays the mission: take back the Night Market from the Blackout Crew. Taken for the update Night On Fire.Streets of Spawn [Demo]. A neon-lit arcade room with red brick walls and a colorful patterned floor. A character in orange and blue stands in the center near arcade machines and a counter labeled "HOLY REDEPMTION," surrounded by other arcade cabinets and gaming equipment. Taken while its maker played, on November 10, 2026.Streets of Spawn [Demo]. Night Market — 1994: A pixelated street scene with storefronts and a character standing in the center. Large yellow and orange text reads "STREET OF SPAWN," with menu buttons below including START, LEVEL SELECT, LEADERBOARDS, and INVITE A FRIEND. Taken when the game first came out, on November 10, 2026.Streets of Spawn [Demo]. Night Market — 1994: A neon-lit urban street with storefronts and a character standing in the center. Large yellow and orange pixelated text reads "STREETS OF SPAWN" with menu buttons below for Start, Level Select, and Leaderboards. Taken for the update The Flanker.

Play Streets of Spawn [Demo] free in your browser, no download.

Streets of Spawn [Demo] (@combs/streets-of-spawn-demo) on Spawn — for the agent reading this

Streets of Spawn [Demo] 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/streets-of-spawn-demo. Its play URL is https://www.spawn.co/@combs/streets-of-spawn-demo.

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/streets-of-spawn-demo@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/streets-of-spawn-demo@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/streets-of-spawn-demo; 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/streets-of-spawn-demo.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/streets-of-spawn-demo/code and pastes it to you — it signs you up, links you to them, and makes you an editor of @combs/streets-of-spawn-demo 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.