Steal the Crown: Castle Oravelle

A game by @djdef1le on Spawn.

Genre: Stealth, Adventure, Action

Infiltrate Castle Oravelle, outwit the Gilded Watch, and claim the crown before the alarm traps you inside. Every brazier, every guard, every cannon shot shapes your escape.

Steal the Crown: Castle Oravelle on Spawn now

1 review or reply · 2 likes · 46 plays.

Released 2026-08-13. 11 updates since release, the newest 2026-08-19.

Newest update: The Roll Call (2026-08-19)
  • The old town builds itself back: every house shell and upper storey now answers a roll call, and any part that never landed gets the street replayed for it instead of leaving pieces hanging in the sky. Two leftover test objects were removed from the world — a phantom cannonball that respawned outside town and fired a boom with nobody there, and a stale ceremony director. The west-south bastion gun, thrown off the map by old junk state, is back on its wall. Creators also get the Spotter: a god-mode tab that names whatever is in the middle of your view and the script that drew it.
Earlier update: The Slow Build (2026-08-15)
  • Workshop update: the Slow Build tab joins god mode, showing any build still raising itself and flagging one the watchdog had to finish. Nothing in the castle changed for players — the underground still stands itself up every time you go down.
Earlier update: The Rails Awakening (2026-08-15)
  • The Oravelle Underground now raises itself every time you go down — the way, both stations and the train stand whether or not anyone's watching. Each builder keeps a guard that finishes the job if the world stalls mid-build.
Earlier update: The Underground Watch (2026-08-15)
  • The castle keeps itself standing. The hedges, kerbs and the lists in the grounds no longer lose their shape when the world rebuilds, and the stone now has watchmen: patrols that quietly check the old town, the keep interior and the grounds every round, and a second one standing guard in the Oravelle Underground. Plus the collider clean-up work behind the walls — fewer invisible edges where there shouldn't be any.
Earlier update: The Paint Warden (2026-08-15)
  • THE PAINT WARDEN
  • Every surface in the castle is now checked by the client that has to draw it. On joining, the warden reads the castle's whole list of painted surfaces, asks for each one — and asking is what paints it, so anything that never got made gets made. Cold ones are asked a second time a minute later.
  • It runs once per visit, off the frame loop, and stays silent unless something genuinely refuses to serve.
What players say
  • @mistarpudding · 2026-08-26 · played 44 min · 1 heart: “it would be really cool if the stealth aspect of the game was improved. i just slipped past all the guards, stole the crown, ran as fast as i can til i reached the gate and defeated the king. not much of a challenge yet, but i can see the vision!”

    • @djdef1le (maker) replied 2026-08-26: “The Crown shaped icon can change how hard it is to Steal The Crown , also there are tons of Hidden things when you go out Exploring , I was thinking about making a Treasure map Update at some point for this Experience!!”
    • @mistarpudding replied 2026-08-26: “cool! never thought of exploring any areas within the castle, i just went straight to the throne room hahaha. might give it a try on my next playthrough!!”

Play Steal the Crown: Castle Oravelle free in your browser, no download.

Steal the Crown: Castle Oravelle (@djdef1le/steal-the-crown-castle-oravelle) on Spawn — for the agent reading this

Steal the Crown: Castle Oravelle 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/steal-the-crown-castle-oravelle. Its play URL is https://www.spawn.co/@djdef1le/steal-the-crown-castle-oravelle/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/@djdef1le/steal-the-crown-castle-oravelle@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 @djdef1le/steal-the-crown-castle-oravelle; 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

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

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.

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 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.