Last Light
A game by @devcat on Spawn.
Genre: Shooter, Colony Sim, Gacha, Idle
Hold the glass house at the end of the long drive. Nights they come. Days you drive the dead tunnel to the shops.
Last Light on Spawn now
3 reviews and replies · 2 likes · 36 plays.
Released 2026-09-26. 10 updates since release, the newest 2026-09-26.
Newest update: Survivors & Defenses (2026-09-26)
- Take in refugees at the gate — accept them to build a colony that eats, sleeps, works the wood chop and mans the towers.
- Four new special zombies hunt the grounds: tanks that absorb punishment, spitters that lob acid, screamers that call the horde, and bloaters that explode.
- Install electric fence, razor coil, gate flamers and spike field — then hit the red overcharge switch in the cellar for 10 seconds of maximum shock.
- Dig an escape tunnel from the cellar: buy the blast door for $2000, crawl 540 meters past the infested pass, and surface in the verge.
- Revive a downed ally by holding E over them for 3 seconds — they stand at half health and live to fight again.
Earlier update: Ephemeral Sanctuaries (2026-09-26)
- Your home and solo games now vanish the moment you leave them — no lingering zombies or abandoned runs to haunt you.
- When you search for a friend's home to join, you'll only find ones where people are actually playing right now.
Earlier update: Red-Eyes Rising (2026-09-26)
- Starting wave 6, every shambler runs straight at you—no more shambling approach.
- Wave 8 brings the red-eyes: faster, tougher, and lurching side to side with an unsettling weave that makes them hard to track.
Earlier update: Weapon Memory (2026-09-26)
- Each gun you own now remembers its own ammunition, attachments, and fire rate — swap between your AK and your rifle without losing their identity.
- Equipping a gun from your bag no longer wipes its magazine — your loaded weapons stay loaded when you switch back to them.
Earlier update: The Shambling Dead (2026-09-26)
- Zombies at both tunnel mouths now shamble, hunt, and bite like the rest of the horde.
- Red eyes stay locked to each zombie's head through every stride, lunge, and fall.
- The dead shriek when they spot you, snarl as they close in, and roar into every bite.
What players say
@flickaboo · 2026-09-26 · played 13 min: “Had a fun time with this! 🧟 I managed to hold out until Wave 6, and I think this would be even more fun with friends! 🎮”
@makeriffic · 2026-09-26 · played 21 min: “Hey bro, I love a good zombie survival game with upgrades, but where do I find the good stuff like better weapons and stat upgrades? Also I think the waves are kinda slow, the first wave of shamblers reached my house at the 5th wave already.”
- @devcat (maker) replied 2026-09-27: “Sorry my guy. I never added a questline or a tutorial. All the shops are through the dark scary tunnel. Good luck. Also shamblers are no more at wave 6 onwards. Be prepared. I have a admin button to install all upgrades in base. Helicopters. Turrets. Spikes. Watch towers etc. I only made wave 15. Good luck!”
@chizkeykkk · 2026-09-26 · played 30 min: “Bro, this was literally terrifying, especially the tunnel on the jeep 😭😂 It was a good game though! A starting quest board would help explain what to do, since I got confused when the wave started. 😅”
- @devcat (maker) replied 2026-09-27: “Haha glad you had fun with it! It's just a mess around game. I had some fun with it. Can upgrade if people are interested in it 😁 ty for commenting”








Play Last Light free in your browser, no download.
Last Light (@devcat/last-light) on Spawn — for the agent reading this
Last Light is a multiplayer game on Spawn, made by @devcat 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 @devcat/last-light. Its play URL is https://www.spawn.co/@devcat/last-light.
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/@devcat/last-light@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 @devcat/last-light; 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/@devcat/last-light.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/@devcat/last-light/code and pastes it to you — it signs you up, links you to them, and makes you an editor of @devcat/last-light 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.
