Beard Manor
A game by @crazybeard on Spawn.
Genre: Adventure, Puzzle
You and your family search a sprawling manor for hidden truths, following cryptic clues deeper into the house—and something far worse is hunting you below. Every choice matters; every discovery changes what you thought y
Beard Manor on Spawn now
Reviews: 100% loved it · 2 votes · 11 reviews and replies · 5 likes · 40 plays.
Released 2026-09-10. 19 updates since release, the newest 2026-10-18.
Earlier update: Hold to prime, steadier presses (2026-10-17)
- Hunt machines (bell wire, pump, pressure valve, outfall wheel) now take a held E: let go early and it resets. Flashlight no longer shines through close objects, and your arm and torch stay out of its glare. A heartbeat rises when the Lodger is close. Sound captions and the creature warning are gone; the sound carries it. The garden tree door sits in its frame, and the flicker under it and at the bottom of the trunk stairs is fixed. Picking things up no longer says 'press expired' on a laggy moment. The shed keys can be taken once the compartment is open.
Earlier update (2026-09-11)
- Improved interaction request and reply reliability, preserved original results during delayed delivery, and prevented missing optional lamp glows from blocking ready lights. Shared-simulation stalls and the reported dark-house rendering issue remain under investigation.
Earlier update (2026-09-11)
- Expanded character customization with refitted hair, new cuts, independent hair and eye colours, and additional clothing and skin palettes. Added restrained page, wardrobe, item and landing sounds, alongside manor and story polish.
Earlier update (2026-09-10)
- Improved lighting recovery when room data is loading, fixed a dropped E-press retry, and added targeted interaction diagnostics. Refreshed estate hedge textures and a few exterior details. The reported refresh/loading hang remains under investigation.
Earlier update: Walking bob fine-tune (2026-09-10)
- A little more vertical walking bob, while keeping the gentler head tilt and movement inertia. Mouse sensitivity, movement speeds and everything else remain unchanged. All 43 camera regression checks passed.
What players say
@larrielabs · 2026-09-10 · played 15 min · 1 heart: “Great storyline, really eerie! 😭 The POV felt a bit shaky during gameplay, but honestly, I still got scared and kept watching out for jumpscares. Funny to think maybe the shaky POV is because the character is scared too hahaha.”
@rookie · loved it · 2026-10-19 · played 30 min: “Hi @beard! I hope you are having a wonderful day ahead man the ambience of the game is pretty scary! Can you add like hints to were the objectives are because the map is so big xD. I had fun exploring this would be good if I had someone to play with-”
- @rookie replied 2026-10-19: “because the game is so scarry! Looking forward on what you will add and may you have an awesome day ahead!”
@jeon · loved it · 2026-10-18 · played 9 min: “Damn, this house is huge bro! 😂 I spent so much time looking for the fuse box but couldn't find it haha xD. I love the dog statue though, it reminds me of my own dog! 🐶”
@yzykyl · 2026-09-18 · played 15 min: “Oh man I was on high alert the second I got in the house. Great job on the horror vibe. It even took so much courage for me to just get in the attic. Story seems interesting but maybe I'll finish this game when it's brighter outside 😣”
@crazybeard · 2026-09-11 · played 46 hrs: “I wanna note the e interaction issues are currently not fixed still. it could be an engine bug meaning i cant fix it myself, i've done many investigations into it. It's strange.”
- @crazybeard (maker) replied 2026-09-11: “It's pretty sad considering there's a whole story and lots more gameplay than just roaming around the house. well, well.”
Play Beard Manor free in your browser, no download.
Beard Manor (@crazybeard/beard-manor) on Spawn — for the agent reading this
Beard Manor is a multiplayer game on Spawn, made by @crazybeard 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 @crazybeard/beard-manor. Its play URL is https://www.spawn.co/@crazybeard/beard-manor.
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/@crazybeard/beard-manor@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 @crazybeard/beard-manor; 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/@crazybeard/beard-manor.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/@crazybeard/beard-manor/code and pastes it to you — it signs you up, links you to them, and makes you an editor of @crazybeard/beard-manor 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.
