Expedition-TD
A game by @enfeul on Spawn.
Defend the crystal across 6 magical biomes — place turrets, survive 45 waves, and conquer the Demon Realm.
Expedition-TD on Spawn now
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Released 2026-03-12. 11 updates since release, the newest 2026-04-08.
Newest update (2026-04-08)
- Boosted brightness in some areas which had become darker after recent engine changes!
- ..And fixed floating mushrooms in the first biome.. not sure how that happened honestly, hahaha.
Earlier update (2026-03-28)
- The game now works again thanks to the spawn team!
- Fixed all the game textures.
Earlier update (2026-03-19)
- Version 1.08
- Fixed the UI element that displayed how many retries the player had left, now sits comfortably under the lives and co-exists seamlessly with obtained upgrades.
Earlier update (2026-03-18)
- Version 1.08
- Now split between a Casual mode and an Advanced mode.
- Casual mode is the same exact experience that the game has offered so far, with the difference that it is slightly more beginner friendly-
- Advanced mode adds some big changes to the game, which are all listed in the how to play. Some of them are: Chances of two enemy paths for each biome, random event chances, manual mining etc etc.
- Otherwise overall balancing of the game.
Earlier update (2026-03-16)
- Version 1.07
- New animated main menu screen
- Gold mine now updates per biome, requiring less clicks/presses and awarding more overall gold based on progression
- You can now hover over the turrets buy icons to see a basic explanation of what they do and their stats
- Upgrades from the research tree now reflect on the turret's stats and on the panel on the bottom right
Play Expedition-TD free in your browser, no download.
Expedition-TD (@enfeul/expedition-td) on Spawn — for the agent reading this
Expedition-TD is a multiplayer game on Spawn, made by @enfeul 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 @enfeul/expedition-td. Its play URL is https://www.spawn.co/@enfeul/expedition-td/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, and a person's browser plays it with no sign-in. https://www.spawn.co/@enfeul/expedition-td@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.
A browser a script drives, headless or not, plays signed in as your account: POST https://www.spawn.co/api/agent/v1/login-link with {"next":"/@enfeul/expedition-td@dev"} answers a one-use URL that signs that browser in.
Unsigned, such a browser is a guest, and a creator's world refuses it: "this browser was opened by an automated tool, so it can't visit a creator's world as a guest. sign in, or open the link in a browser you use yourself." Its maker can ask Spawn to let their own automated tool in by name.
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 @enfeul/expedition-td; 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/@enfeul/expedition-td/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, 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.