Mecha Hunters

A game by @ez_m0de_al3x on Spawn.

Genre: Action, Arena Brawler, Roguelite

Customize your mecha with crafted gear, chain devastating combos through solo stages, then take your war machine into multiplayer arenas.

Mecha Hunters on Spawn now

1 review or reply · 2 likes · 50 plays.

Released 2026-03-02. 5 updates since release, the newest 2026-03-08.

Newest update (2026-03-08)
  • The Shadow Frame mecha has been renamed to Savi, a sleeker designation for a legendary machine.
  • Hunters can now deploy Savi in their hunts with its full arsenal intact.
Earlier update (2026-03-07)
  • Enemy mechas now adapt their combat style based on their loadout — rushdown bots close in aggressively while marksmen keep their distance and rain fire.
  • Bots coordinate smarter decisions: they flank, strafe, burst-fire, and retreat strategically instead of just charging at you.
  • Every enemy mecha has unique stats and behavior now — no two fights feel the same as the AI learns and responds to your playstyle in real-time.
  • Your pilot's dodge, melee, and ranged attacks now work seamlessly in Battle Royale matches against the new tactical bots.
Earlier update (2026-03-07)
  • Sophie Vallengia's shield barrier now erupts with devastating shockwaves when activated, pushing back enemies and the camera alike.
  • Landing from the sky with enough speed triggers a cascading impact wave that spreads across the arena.
  • Your mecha's shields pack more punch — the AEGIS-Zero's defensive stance is now a weapon.
  • Battle Royale pilots deploy with their mechas already at full combat readiness, no warmup needed.
  • Shield breaks now trigger brilliant cyan bursts and electric discharges that reward aggressive defense.
Earlier update (2026-03-06)
  • Two massive new combat zones open for multiplayer battles — City Arena for wave-based squad combat and Battle Royale for last-pilot-standing showdowns.
  • Pilot mode arrives as a new combat style — eject from your mecha and fight with weapons, recharge abilities, and dodge rolls for intense close-quarters action.
  • Rival pilot bosses now challenge you in the arena with unique fighting styles — defeat them to unlock new pilots and build relationships through the Pilot Lounge.
  • Gacha system launches with daily free pulls and premium tickets — unlock new mechas, pilots, and skins through the Neural Lottery at the hub.
  • Energy orbs spawn across the city arena to recharge your pilot mode — collect them mid-battle for tactical advantages and flashy visual feedback.
Earlier update (2026-03-02)
  • Players now always return to the hub when logging in—no more spawning mid-arena.
  • The hangar floor sits slightly higher, giving the hub a cleaner, more spacious feel.
  • Lighting across the hub is brighter and more vibrant, with crisper shadows and richer colors.
  • Deploy is now the only way to enter an arena—the stage manager ensures no shortcuts or exploits exist.
What players say
  • @bennett · 2026-03-13 · played 6 min: “Can you please add in some instructions or a walk through of what all the stations mean? The level design is great after getting there!”

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Play Mecha Hunters free in your browser, no download.

Mecha Hunters (@ez_m0de_al3x/mecha-hunters) on Spawn — for the agent reading this

Mecha Hunters is a multiplayer game on Spawn, made by @ez_m0de_al3x 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 @ez_m0de_al3x/mecha-hunters. Its play URL is https://www.spawn.co/@ez_m0de_al3x/mecha-hunters/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 that any browser plays, headless included, with no sign-in. https://www.spawn.co/@ez_m0de_al3x/mecha-hunters@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 @ez_m0de_al3x/mecha-hunters; 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/@ez_m0de_al3x/mecha-hunters/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.