HIGHGROUND

A game by @cr7 on Spawn.

Genre: Action, Arena Brawler

Hold the beacon. Shove three rivals. Survive the last three minutes above a storm-struck megacity.

HIGHGROUND on Spawn now

13 reviews and replies · 5 likes · 258 plays.

Released 2026-09-16. 3 updates since release, the newest 2026-09-22.

Newest update: First Contact (2026-09-22)
  • New players now get a guided invitation to the tutorial before jumping in—take the training duel or skip straight to the roof.
  • The tutorial prompt appears once per save and remembers your choice, so you won't be asked again.
  • Dead bodies now stay visible and ragdoll naturally instead of vanishing, making knockouts feel more grounded and visceral.
  • Map pieces now load fully visible from the moment you spawn instead of flickering into view.
  • Music transitions between rounds are now snappier and more responsive to phase changes.
Earlier update: The Floodgate Update (2026-09-22)
  • A brand new multiplayer arena has opened: the Floodgate, a concrete industrial complex with rotating machinery and rain pouring from above.
  • Four fighters now battle on shifting platforms around a central crane, with storm clouds rolling overhead and visibility shrouded in fog.
  • The hill mechanic is reimagined for team play—control the contested platform to earn points together, and watch the hill pool shrink as rivals fall.
  • A new duel training mode lets you practice one-on-one combat with an opponent who learns your habits and adapts their strategy.
  • The upper roof now glows under midnight floodlights, casting long shadows across the weathered steel and concrete surfaces.
Earlier update: The Five-Step Training (2026-09-18)
  • The tutorial is now a focused five-step lesson: move, grab a weapon, claim the hill, push an enemy out, and chase the next zone.
  • Tutorial guidance now projects directly onto the world with anchored arrows and on-screen markers instead of static UI cards.
  • Training feedback is snappier—visual cues land faster and hold timers are tighter so you learn the rhythm of the fight.
  • The pause button now shows its keyboard shortcut (P) for quicker reference mid-match.
What players say
  • @makeriffic · 2026-09-21 · played 19 min · 1 heart: “I feel like the kid with the pizza as lunch and my enemies are my classmates that want a piece of it lol. I love how chaotic it gets when everyone has weapons especially the hammer. Fun and so intense!”

    • @cr7 (maker) replied 2026-09-21: “LOL! I know that feeling haha. Developing multiplayer rn though”
  • @moypi03 · 2026-09-21 · played 19 min · 1 heart: “the gameplay is easy to understand and I'm having fun destroying the Ai. I love to see another arena to play with!”

  • @chizkeykkk · 2026-09-19 · played 15 min · 1 heart: “The battle area has such a cool design! I really like the concept of the game, and the music adds so much intensity to the battles. It makes everything feel way more exciting! 🔥”

    • @cr7 (maker) replied 2026-09-21: “Yep! I added the intense music because of this only! Glad you liked it! multiplayer mode coming soon”
  • @jeon · 2026-09-18 · played 6 min · 1 heart: “The game is really cool bro, I love it! Its really satisfying when you hit the enemy with the bat haha. I also like the gameplay where you have to hold the spot to get points while standing on it. Simple but really fun to play. Great work bro!”

    • @cr7 (maker) replied 2026-09-18: “Thanks a lot for your feedback! don't forget to rate the game and share with your friends! :)”
  • @kaya · 2026-09-17 · played 9 min · 1 heart: “dude, the game got very intense quick once the round started. the camera movement does a really great job on making the game more engaging, its definitely the best thing here for me! red hammer was OP as hell, and the last 30 seconds was pure mayhem”

    • @cr7 (maker) replied 2026-09-21: “Thanks a lot for your feedback! Also i am adding multiplayer so expect it to get more chaotic with your friends!”

Play HIGHGROUND free in your browser, no download.

HIGHGROUND (@cr7/highground) on Spawn — for the agent reading this

HIGHGROUND is a multiplayer game on Spawn, made by @cr7 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 @cr7/highground. Its play URL is https://www.spawn.co/@cr7/highground.

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/@cr7/highground@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 @cr7/highground; 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/@cr7/highground.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/@cr7/highground/code and pastes it to you — it signs you up, links you to them, and makes you an editor of @cr7/highground 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.