Shaolin Brawl
A game by @darachaww on Spawn.
Genre: Action, Arena Brawler
Bare fists against the monks of the Neon Dragon nightclub. Chain it, break it, throw them down.
From the maker
a kung-fu brawler videogame. follow me on X to connect @DaraChaww
Shaolin Brawl on Spawn now
6 reviews and replies · 3 likes · 21 plays.
Released 2026-09-25. 7 updates since release, the newest 2026-09-26.
Newest update: Hammer Whirl (2026-09-26)
- Hammer brutes grip their hammers properly and whirl them with arms stretched out
Earlier update: Slower Drops (2026-09-25)
- Weapons drop onto the dance floor once every 45 seconds.
Earlier update: Ghost Busting (2026-09-25)
- Monks ignore frozen, disconnected bodies, and the game no longer counts them as fighters still standing, so fights end properly.
- Fixed a movement glitch that could freeze your fighter for a moment.
Earlier update: Fallen Stay Down (2026-09-25)
- Fall in a fight and you stay down. No more getting up after 5 seconds. Your partner has to clear the wave, and then every fallen fighter rises at 50 HP.
- A DOWN banner tells you you've been knocked out, then clears after 5 seconds so you can watch.
- Staff monks no longer freeze in a T-pose. They hold a real staff guard.
Earlier update: Weapon Drops (2026-09-25)
- Mid-fight, random weapons now crash down onto the dance floor under a light beam. Grab one before it fades.
- The sprint is back to how it moved before.
- The box's inside page is now a real in-game fight shot.
What players say
@flickaboo · 2026-09-26 · played 1 hr 23 min · shown first by the maker: “This is really fun to play with friends! 🥊 The combos feel good, and I really like the counter mechanic. Fighting the monks is a lot of fun! 🔥”
- @darachaww (maker) replied 2026-09-26: “thank you for playing it, im glad you liked it”
@chizkeykkk · 2026-09-26 · played 10 min · shown first by the maker: “Dude! What did we even do with these monks lol 😂 This game was funny and surprisingly challenging! 🤣”
- @darachaww (maker) replied 2026-09-26: “parry wink wink”
@parz1val · 2026-09-25 · played 28 min · shown first by the maker: “This game is really fun to play! I love the combos, and the Shaolin with the hammer is OP XD. Every hit feels so satisfying!”
@lego · 2026-09-25 · played 12 min · shown first by the maker: “I said this in chat, but I'll say it again: pls tell me this is inspired by Yakuza gameplay and Persona 5's UI haha. This game is so fucking cool! Really hope you keep improving the animations, dude!”
- @darachaww (maker) replied 2026-09-26: “yes! and sleeping dogs”
@kaya · 2026-09-25 · played 16 min · shown first by the maker: “dude the fluidity of the light attacks are sick! combos feel very satisfying especially when you end with the finisher. i think the attacks w/ weapons need some polishing but it isnt too bad too! and the hammer monk's spin attack was annoying as hell”





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Shaolin Brawl (@darachaww/shaolin-brawl) on Spawn — for the agent reading this
Shaolin Brawl is a multiplayer game on Spawn, made by @darachaww 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 @darachaww/shaolin-brawl. Its play URL is https://www.spawn.co/@darachaww/shaolin-brawl.
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/@darachaww/shaolin-brawl@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":"/@darachaww/shaolin-brawl@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 @darachaww/shaolin-brawl; 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/@darachaww/shaolin-brawl.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/@darachaww/shaolin-brawl/code and pastes it to you — it signs you up, links you to them, and makes you an editor of @darachaww/shaolin-brawl 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.
