First to Glory
A game by @coolflower on Spawn.
Genre: Party Game, Action
A four-player championship lobby. Pick your target, carry points across rounds, and take the victory stage.
First to Glory on Spawn now
2 reviews and replies · 3 likes · 19 plays.
Released 2026-09-14. 1 update since release, the newest 2026-09-15.
Newest update: The Blind Trial (2026-09-15)
- A fifth cooperative campaign level plunges your team into darkness — navigate by sound and memory alone as lasers sweep through the void.
- Seven more competitive games join the arena rotation, bringing fresh challenges to every playlist.
- Reconnecting players now seamlessly rejoin their teammates mid-round, keeping their seat and progress intact.
- The paddle game's vehicle physics have been refined for smoother steering and more responsive handling.
What players say
@parz1val · 2026-09-18 · played 30 min: “This is pretty nice! The gameplay is fun and the design looks really good. It’s definitely more fun to play with friends since you can mess around and challenge each other. btw I got stuck on my third game though, and I’m not sure why.”
@yzykyl · 2026-09-16 · played 18 min: “Seems like an interesting game to play with friends. Sadly, I was alone playing this one so when I died to the Hot Rope Jump game I was stuck spectating nobody do the jump rope. I think it would be nice to have a list of the possible games that we would encounter just so that we”
- @yzykyl replied 2026-09-16: “(continued) would have a general idea of what to do. Seems like a fun party game! I'd definitely recommend for a group of friends to play!”
Play First to Glory free in your browser, no download.
First to Glory (@coolflower/first-to-glory) on Spawn — for the agent reading this
First to Glory is a multiplayer game on Spawn, made by @coolflower 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 @coolflower/first-to-glory. Its play URL is https://www.spawn.co/@coolflower/first-to-glory.
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/@coolflower/first-to-glory@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 @coolflower/first-to-glory; 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/@coolflower/first-to-glory.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/@coolflower/first-to-glory/code and pastes it to you — it signs you up, links you to them, and makes you an editor of @coolflower/first-to-glory 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 — 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.
