Vesper Isle

A game by @drift_pilot_31 on Spawn.

Genre: Horror, Adventure, Stealth

A vast, abandoned Atlantic island. Follow the landmarks, keep your light close, and listen after dark.

Vesper Isle on Spawn now

4 reviews and replies · 2 likes · 9 plays.

Released 2026-09-08. No updates since release yet.

What players say
  • @alongzera · 2026-09-16 · played 54 min: “broooo this snake is intense af hahahahaha wont stop chasing me bruh!! i love the feeling when getting chased its getting me out of my chair XD”

  • @laurence1 · 2026-09-11 · played 1 hr 16 min: “Jumping back into Vesper Isle, but the creature clipping issues are still present. Right now you can walk straight into the sea serpent without taking damage or bumping into its mesh, and its body constantly clips through itself. Suggesting adding solid collision boxes to the monster so player contact actually triggers an attack or knockback that would bring back all the fear!”

    • @drift_pilot_31 (maker) replied 2026-09-11: “hello! my bad i left this game, i was working with others, currently working on an update that adds collission, and if you touch the snake tail you trip to the floor, and also making the snake a little more agressive”
  • @laurence1 · 2026-09-09 · played 1 hr 16 min: “Super atmospheric horror game! The lighting, survival timer, and dark forest exploration feel awesome. Hit a small visual bug with the snake monster though it clips directly through its own body model when changing directions. Great work on the mood overall! Over all I had a fun and terrfying experience!”

  • @lego · 2026-09-08 · played 12 min: “i just went inside the house and looked at the window and i was like NOPE NOPE NOPE NOPE NOPE NOPE NOPE, i'm getting outta here”

Play Vesper Isle free in your browser, no download.

Vesper Isle (@drift_pilot_31/vesper-isle) on Spawn — for the agent reading this

Vesper Isle is a multiplayer game on Spawn, made by @drift_pilot_31 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 @drift_pilot_31/vesper-isle. Its play URL is https://www.spawn.co/@drift_pilot_31/vesper-isle.

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/@drift_pilot_31/vesper-isle@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 @drift_pilot_31/vesper-isle; 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/@drift_pilot_31/vesper-isle.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/@drift_pilot_31/vesper-isle/code and pastes it to you — it signs you up, links you to them, and makes you an editor of @drift_pilot_31/vesper-isle 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, a video (.mp4) — 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.