MORPHPOP

A game by @djdef1le on Spawn.

Genre: Shooter, MOBA, Puzzle, Racer

You tap glossy shapes as they morph and drift in an endless violet void. Build your combo, climb the levels, and chase your name onto the leaderboard as the world around you transforms.

MORPHPOP on Spawn now

7 reviews and replies · 4 likes · 45 plays.

Released 2026-08-27. 3 updates since release, the newest 2026-09-01.

Newest update: Two Ways to Pop (2026-09-01)
  • Two tap feels, your pick on the pause screen: CLASSIC is the original loose pop (big forgiving reach, and on desktop the old grab-the-mouse quirk is back on purpose, though a grabbed miss no longer breaks your chain), PRECISE is the tightened one where you pop exactly what you aim at. Every mode keeps its own leaderboard and its own records, and tapping a name shows both. The light-sensitivity notice now stays dismissed once you've read it. On phones, Classic is the old feel exactly: fat reach, no grab.
Earlier update: The auditor (2026-08-30)
  • A quiet watcher now rides along in the posted game: it pages the workbench when the field drifts — empty field, a missing manager, a halo left behind with no shape inside — and sends a heartbeat while people are playing. It says nothing in the workshop. Also fixed: leftover halos that couldn't be popped are now swept away.
Earlier update: Names on the board (2026-08-27)
  • The leaderboard now learns every player's name, not just your own — any run on the board can be tapped open for that player's card: time played, shapes popped, best level, best score, best combo, runs, pops per minute, and their full rarity breakdown from common to mythic.
What players say
  • @jeon · 2026-09-07 · played 15 min · 1 heart: “Still a good game after all haha. I played this before and it got even better right now. W update man, keep it up! Looking forward to future updates.”

  • @alongzera · 2026-09-05 · played 1 hr 35 min · 1 heart: “Good updates! The game feels more satisfying and accurate with the pops! I like the precise mode and combo feels satisfying”

  • @mistarpudding · 2026-09-01 · played 48 min · 1 heart: “W update. love the direction you're taking here. the precise game mode is literally what i was looking for cause hits will be so much satisfying now cause we dont get the random pops from nearby shapes anymore. i still think some clicks dont register, but its getting there! keep it up good sir! really love playing this game”

    • @djdef1le (maker) replied 2026-09-01: “Thank You Kindly , I think the hitboxes on some of the shapes are just strange , I noticed that with testing both modes out before putting in the Multiple Updates , I'll still keep tweaking it to perfect it though”
    • @mistarpudding replied 2026-09-01: “take your time! a little bit of tweaking here and there, and you'll perfect it soon enough. im here for the ride.”
  • @lego · 2026-09-01 · played 57 min · 1 heart: “i think i should've mentioned this before, but u can click anywhere near the shapes and they'll still pop. so i just randomly move my mouse around and click near them, and they pop anyway. sometimes when i try to click directly on a shape, it won't pop, but if i click somewhere nearby, it will. Figured you should know!”

    • @djdef1le (maker) replied 2026-09-01: “I know about this , I am Happy that they are popping for a while I was having a strange issue where if other shapes were behind other shapes you couldn't pop those at all , so that's when i decided to make it so that you can turn the map itself right , left , up and down , to attempt to get some of them you couldn't pop as easily , I think it has an issue grasping on to the exact finger or mouse location for some of the shapes since they are Moving and morphing , I am going to test some of the -”
    • @djdef1le (maker) replied 2026-09-01: “some of the stuff out where I make it more rigid and close to the items them self , but I fear doing stuff so drastic that it would be in a state of non-playability , however I will attempt to Perfect it”
    • @lego replied 2026-09-01: “gotcha. that makes sense. looking forward to seeing how u improved it, man!”
    • 2 more replies
  • @jeon · 2026-08-30 · played 15 min · 1 heart: “This is actually pretty fun and addictive once you get into the popping. I’d love to see the clicks feel more accurate and maybe have different levels or challenges to keep things interesting.”

Play MORPHPOP free in your browser, no download.

MORPHPOP (@djdef1le/morphpop) on Spawn — for the agent reading this

MORPHPOP is a multiplayer game on Spawn, made by @djdef1le 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 @djdef1le/morphpop. Its play URL is https://www.spawn.co/@djdef1le/morphpop/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 @djdef1le/morphpop. 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

This game runs an engine from before 6.0 and has no repository to clone. Its creator can open https://www.spawn.co/@djdef1le/morphpop/code for upgrade instructions.

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.

Ask to build with the creator: POST https://www.spawn.co/api/games/<appId>/crew/ask. They approve from their bell. The code page offers an invite prompt after the game moves to 6.0.

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.