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

0 reviews and replies · 0 likes · 0 plays.

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
Expedition-TD. A white character stands in a grassy field with brown tilled soil patches and a stone structure on the left, while forested hills stretch across the turquoise sky in the background. Small glowing objects float scattered across the landscape. Taken on April 8, 2026.Expedition-TD. A dark cave interior with glowing green moss and blue light from an opening above. A small armored character stands in the center of the grassy floor, surrounded by large brown rock formations. Taken on April 8, 2026.Expedition-TD. A dark cave with a green grassy floor and glowing eyes in the shadows. A white player character stands in the center of the space, with large creatures visible on either side. Taken on April 8, 2026.Expedition-TD. A nighttime garden with green-lit hedges and stone structures. A white player character stands in the center of a grassy area, with glowing green foliage visible on the left side. Taken on April 8, 2026.Expedition-TD. A bright green landscape with multiple glowing orbs scattered across it. Messages display "Spawning fantasy enchanted," "Spawning neutral default," and similar spawning notifications as spherical creatures materialize throughout the scene. Taken on April 8, 2026.Expedition-TD. A dark underground cavern with green moss-covered walls and openings to the sky above. A white player character stands in the center facing away, with several pale humanoid figures visible in the distance. Taken on April 8, 2026.Expedition-TD. A digital landscape with glowing cyan grid floor and green hills under a teal sky. A white character stands in the center while text at the bottom reads "Spawning fantasy stone..." Taken on April 8, 2026.Expedition-TD. A wide grassy valley surrounded by forested hills under a blue sky. A gray horned creature stands alone in the center of the field. Taken on April 8, 2026.

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.