Knife Grove (Early Access)
A game by @erika on Spawn.
Genre: Action, Roguelite
Endless medieval monsters, a tiny knight, and splintering logs. Make your knives count, defeat the boss, and turn blades into gold.
Knife Grove (Early Access) on Spawn now
Reviews: 100% loved it · 1 vote · 5 reviews and replies · 2 likes · 16 plays.
Released 2026-09-26. 1 update since release, the newest 2026-11-07.
Newest update: The Halloween Haunt (2026-11-07)
- The Halloween Haunt has its own tab: a free and a Lantern pass, a candy stall and offers
- New Haunt mini-games: Trick or Treat and Witch Hunt. Spare the black cat!
- New monsters and bosses: the Hex Hag, Strawgrin, Shamble Sam, the Coven Mother, the Harvest Lord and the Grave King
- Spooky new courts, Knight Rank with rank gifts, and logs that get harder over time
- More modes, knives, avatars and quests in the shop
What players say
@chizkeykkk · 2026-09-26 · played 16 min · shown first by the maker: “This one’s so addicting! 😂 I love the dialogues of each bosses and how smooth the gameplay feels. Though, some text is a little hard to read because of the game’s orientation.”
- @erika (maker) replied 2026-09-26: “Thanks I’m glad you like it :) I’ll be sure to fix the text.”
@larrielabs · loved it · 2026-11-07 · played 5 min: “ヾ(•ω•`)o This reminds me of a mobile game I used to be addicted to called Knife Hit! 🔪 But what I really like about this game is how it adds an adventure vibe, especially with the backgrounds and enemies appearing right in front of the wheel. ⚔️”
- @larrielabs replied 2026-11-07: “The gameplay is challenging enough to keep me hooked, and I also like that there's a level selection feature! 🎮 I'm looking forward to defeating the next monsters! ⚔️🔥 ~”
@alongzera · 2026-09-29 · played 14 min: “this is more like a phone kind of game rather than a PC game but it still works on PC which is nice!”
@neitantei · 2026-09-26 · played 7 min: “I really love all the games you’ve made! For this one, does co-op require playing on the same device? If so, it would be really cool to have a co-op mode where each player can use a separate device. I’d definitely love to try that!”
@vladtheimpaler · 2026-09-26 · played 12 min: “Cool game brother, I love that you can have 2 players on 1 device and the mechanics is cool!”


Play Knife Grove (Early Access) free in your browser, no download.
Knife Grove (Early Access) (@erika/knife-grove-early-access) on Spawn — for the agent reading this
Knife Grove (Early Access) is a multiplayer game on Spawn, made by @erika 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 @erika/knife-grove-early-access. Its play URL is https://www.spawn.co/@erika/knife-grove-early-access.
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/@erika/knife-grove-early-access@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":"/@erika/knife-grove-early-access@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 @erika/knife-grove-early-access; 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/@erika/knife-grove-early-access.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/@erika/knife-grove-early-access/code and pastes it to you — it signs you up, links you to them, and makes you an editor of @erika/knife-grove-early-access 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.

