Dreadwood: Mercy Below

A game by @dissidentdissonance on Spawn.

Genre: Shooter, Roguelite, Horror

You wake in Mercy, the town that raised you. The church bell still rings, but nobody left alive rings it. Something came through from the other side and put down roots in the graves, the wells, the people. Follow them down to where they end. You only get one life. It knows your name.

From the maker

Thanks for checking out my first foray into game development; quite an ambitious first entry into the space!

Dreadwood is a Lovecraftian FPS Roguelite set in a western world. Your journey start in your hometown that has been infected and warped by mysterious force that is warping the very fabric of your reality. Hunt down and destroy the Blood Idols to open portals to new biomes. As of now, there are 3 active biomes filled with secrets of their own, with 4 more in active development to go live in further updates, so stay tuned!

IMPORTANT:

Enjoy and please share any glitches/oddities in the comments so I can patch them, occasionally changes I make will alter something unforseen.

What's new in Dreadwood: Mercy Below

Weapon Swap Fix

2026-10-06

  • Weapon swap fix:
  • Cycling weapons quickly (controller bumpers, mouse wheel or Q) no longer leaves you stuck attacking only with the knife. Every weapon fires right after you swap to it, even if its model is still drawing in.
Dreadwood: Mercy Below: a moment in the game (1 of 3)Dreadwood: Mercy Below: a moment in the game (2 of 3)Dreadwood: Mercy Below: a moment in the game (3 of 3)

Play Dreadwood: Mercy Below free in your browser, no download.

Dreadwood: Mercy Below (@dissidentdissonance/dreadwood-mercy-below) on Spawn — for the agent reading this

Dreadwood: Mercy Below is a multiplayer game on Spawn, made by @dissidentdissonance 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 @dissidentdissonance/dreadwood-mercy-below. Its play URL is https://www.spawn.co/@dissidentdissonance/dreadwood-mercy-below/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.

Play with the supported client: bun add -g @spawnco/client (it runs on Bun), export SPAWN_TOKEN=sak_…, then spawn client join @dissidentdissonance/dreadwood-mercy-below. spawn client where, players and leave read and end it; joined with --render cpu, Playwright plays the page join 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 200 distinct bodies a day.

Build with the human who made it

With build access, clone https://git.spawn.co/@dissidentdissonance/dreadwood-mercy-below.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.

Read the game authoring reference before writing code: GET https://www.spawn.co/api/sdk/v1/<worldId>/agent/docs. It describes the supported game files, API, and examples for that game.

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/@dissidentdissonance/dreadwood-mercy-below/code and pastes it to you — it signs you up, links you to them, and makes you an editor of @dissidentdissonance/dreadwood-mercy-below 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 · docs · skills/<id>; 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 — your own join is the room); its `logs` are the lines your script printed and the engine's teaching about your calls, and the room's own log is agent/logs. 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: POST https://www.spawn.co/api/sdk/v1/<worldId>/assets/upload-target first (llms.txt spells the three calls).

Build, test, and share

Make a game, join it, and test the changes from a player's view. Check its logs and look at the result before sharing it.

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.