WAVEBREAKER

A game by @djdef1le on Spawn.

Genre: Shooter, Action, Roguelite

You pilot a lone starfighter against endless waves of alien formations, banking hard into turns and unleashing devastating fire. Earn credits between rounds to fortify your hull, sharpen your weapons, and face down colos

What's new in WAVEBREAKER

Nobody Gets Stranded

2026-08-22

  • RESUME ALWAYS ANSWERS. A pilot reading the title card could freeze a run already in flight — the whole room sat paused and the resume button had nothing to give back. The title card only holds the launch now when nobody has flown yet, and pause holds belong to the pilot who pressed it: yours lifts with your press, a pilot who leaves takes theirs with them, and the pause sheet names anyone else still holding it.
  • A REAL BUTTON, AND A SECOND WAY OUT. RESUME is a lit button instead of bare text, and tapping any empty part of the paused sheet flies again.
  • FLYING WITH A CREW. Going down no longer ends everyone's run — you sit out the rest of the wave and rejoin at the next one with a full hull, your credits and upgrades intact. The run only ends when the whole squadron is down. The hangar waits for every pilot to press LAUNCH (or 60 seconds, whichever comes first) and shows who's ready. Joining mid-run drops you straight into the fight. Solo plays exactly as it always has.
  • DEEP WAVES STAY SMOOTH. Every shot in the sector used to think for itself; one gunnery computer now tracks the whole field, and stray bolts, debris and unclaimed pods can no longer pile up off-screen. Wave 40 flies like wave 3.

Released 2026-08-20.

WAVEBREAKER: a moment in the game (1 of 1)

Play WAVEBREAKER free in your browser, no download.

WAVEBREAKER (@djdef1le/wavebreaker) on Spawn — for the agent reading this

WAVEBREAKER 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/wavebreaker. Its play URL is https://www.spawn.co/@djdef1le/wavebreaker/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/wavebreaker. Use spawn client where, spawn client players, spawn client run play.js, and spawn client leave to inspect, play, and leave the game.

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/wavebreaker/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.