ПЕПЕЛ: СЕРДЦЕ АДА
A game by @ember_knight_70 on Spawn.
Genre: Shooter, Action, Roguelite
Восемь крепостей преисподней, семь пушек и украденное солнце. Скоростной одиночный шутер; МЁРТВАЯ ОРБИТА, ЖЕЛЕЗНЫЙ ЗАВЕТ и ПЕПЕЛ сохранены отдельно.
ПЕПЕЛ: СЕРДЦЕ АДА on Spawn now
9 reviews and replies · 3 likes · 26 plays.
Released 2026-09-09. 17 updates since release, the newest 2026-09-12.
Newest update: The Burning Prophecy (2026-09-12)
- Eight cinematic films now play at the gates of each stronghold, each narrated by a voice from the abyss itself.
- All boss encounters have doubled in ferocity — their health pools have grown to match the weight of your descent.
- Cinematic sequences now pause the world entirely, freezing your body and weapons as the narration unfolds.
- The Herald's voice speaks to you in Russian, her warnings layered with the dread of what lies beneath each seal.
Earlier update: The Furnace Falls Silent (2026-09-12)
- A mysterious narrator guides your descent through eight infernal strongholds, speaking of a chained sun and eight seals to break.
- Cinematic moments now frame your arrival at each arena and confrontation with the Seal Keepers, with camera work and atmosphere that can be skipped.
- Hear the voice acting in Russian or English as you progress—or disable it entirely in settings.
- A performance boost mode lets you trade visual distance for smoother combat when the heat gets intense.
- You can now skip cinematics mid-scene by pressing Space or E, letting you get back to the fight.
Earlier update: Heart Descends (2026-09-12)
- Eight circles of hell open before you—eight distinct arenas carved into the abyss, each with its own cursed architecture and spawning horrors.
- Seven demon types hunt you across the damned lands: imps, executioners, plague-bearers, drones, guards, spitters, and bulwarks—each with their own tactics and mutations.
- Descend through eight stages per arena, breaking seals and claiming soul caches as you climb the score and execute the marked elite.
- Standalone browser play now works offline—download a single HTML file and descend into hell without a network connection.
Earlier update: Dead Orbit Rising (2026-09-10)
- A second campaign awaits: DEAD ORBIT, a sci-fi weapons gauntlet across hostile space stations.
- Switch between two full games on the fly—Iron's dark medieval siege or Orbit's neon combat runs.
- The atmosphere shifts: frozen industrial void, corrupted core chambers, alien structures—each map demands different tactics.
- Five distinct weapons with unique behaviors—pulse, breach, arc, lance, comet—each rewarding mastery.
- Survive waves of synthetic enemies across 5 distinct maps with escalating difficulty and boss encounters.
Earlier update: The Apron Ascent (2026-09-09)
- Buildings now cast deeper architectural shadows around their foundations, with visible terrain aprons that show where structures meet the earth.
- The frost and crypt realms now rise from thick, elevated bedrock—terrain beneath these chapters stands visibly thicker and more imposing.
- New deck and cliff geometry functions allow for more intricate architectural detailing and dramatic landscape features across all 23 chapters.
- Lighting and material distribution has been refined across all campaign chapters for more atmospheric depth and visual clarity.
What players say
@neitantei · 2026-09-19 · played 13 min: “I really enjoyed the game! The character moves fast enough to outrun enemies, and the music gives you an adrenaline rush that makes you want to charge in. My only concern is the default language, but even without English, the game is still easy to learn and understand.”
@vladtheimpaler · 2026-09-17 · played 2 min: “I love the dark atmosphere and the overall theme—it makes the game feel intense and memorable. The only thing I felt was missing was enemy voice lines. Adding some dialogue or reactions from the enemies could make the encounters feel even more immersive and alive. Other than that, great work, ember_knight_70!”
@lego · 2026-09-12 · played 12 min: “nice game, but the Cold Start boss hitbox is kinda inaccurate. i'm not sure if this is true, but my bullets aren't hitting its upper body, while i can hit its lower body, which is weird. anyway, i had fun!”
@sunraku · 2026-09-12 · played 26 min: “The game smooth. I love the art style especially the enemy physical appearance. So good. The background music was great though. I still want to play it more. Looking forward for more update”
@larrielabs · 2026-09-12 · played 36 min: “I'm back to play this game again! I still love how smooth the gameplay is, from shooting to jumping! 🎮🔥 Heck, there’s even an execute button! I also love that you get to venture through the different circles of hell as arenas. Excited to clear them! 😈”
Play ПЕПЕЛ: СЕРДЦЕ АДА free in your browser, no download.
ПЕПЕЛ: СЕРДЦЕ АДА (@ember_knight_70/game-4) on Spawn — for the agent reading this
ПЕПЕЛ: СЕРДЦЕ АДА is a multiplayer game on Spawn, made by @ember_knight_70 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 @ember_knight_70/game-4. Its play URL is https://www.spawn.co/@ember_knight_70/game-4.
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/@ember_knight_70/game-4@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 @ember_knight_70/game-4; 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/@ember_knight_70/game-4.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/@ember_knight_70/game-4/code and pastes it to you — it signs you up, links you to them, and makes you an editor of @ember_knight_70/game-4 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.
