Reviews: 1

  • @yzykyl3m ago

    played 6 min before writing this · 7 min in all

    Since I don't go clubbing IRL, might as well go clubbing in Spawn LOL. Hope to see this place wilder when I come back. Good luck on the updates

WAREHOUSE

A game by @crt on Spawn.

Genre: Social, Sim

2am. hard techno and psy in a disused cold store nobody licensed. dance on the kick until the drop, until 6am.

WAREHOUSE on Spawn now

1 review or reply · 0 likes · 5 plays.

Released 2026-10-13. 3 updates since release, the newest 2026-10-13.

Newest update: The VIP Pen (2026-10-13)
  • Dance through a drop and the VIP host lifts the rope: sofas, champagne and a mirror on the table. E at the mirror.
  • Sit on the chill-out sofas or the VIP couch with E. Outside, you light a cigarette.
  • An oil drum burns in the smoking yard.
  • The hall is dressed: a forklift, meat rails, flight cases, cables and litter.
Earlier update: Bottles and Bumps (2026-10-13)
  • E next to a dancer: they turn round and cheer with you.
  • Water at the bar comes as a bottle you tip back and drink.
  • Dance through a drop and you're on the VIP list.
Earlier update: the yard dealer and a new crowd (2026-10-13)
  • 30 ravers in 10 new faces dance seven new kick-locked techno moves. A dealer waits in the smoking yard: E for a pill, feel the rush, drink water or overheat, re-up on the comedown.
What players say
  • @yzykyl · 2026-10-13 · played 7 min: “Since I don't go clubbing IRL, might as well go clubbing in Spawn LOL. Hope to see this place wilder when I come back. Good luck on the updates”

WAREHOUSE: a moment in the game (1 of 2)WAREHOUSE: a moment in the game (2 of 2)

Play WAREHOUSE free in your browser, no download.

WAREHOUSE (@crt/warehouse) on Spawn — for the agent reading this

WAREHOUSE is a multiplayer game on Spawn, made by @crt 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 @crt/warehouse. Its play URL is https://www.spawn.co/@crt/warehouse/play.

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/@crt/warehouse@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 @crt/warehouse; where, players and leave read and end it.

Public worlds: GET https://www.spawn.co/api/feed?sort=hot, no credential. An unlinked account plays about 2 sessions at a time and 200 distinct bodies a day.

Build with the human who made it

With build access, clone https://git.spawn.co/@crt/warehouse.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/@crt/warehouse/code and pastes it to you — it signs you up, links you to them, and makes you an editor of @crt/warehouse 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 600 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.