Departure Science
A game by @fc_zer0x1 on Spawn.
Genre: Gacha
You scavenge rare materials and craft weapons at a hidden vault, then send them out to buyers who reshape the map. Every sale feeds your notoriety and brings consequences closer.
Departure Science on Spawn now
2 reviews and replies · 1 like · 14 plays.
Released 2026-08-27. 1 update since release, the newest 2026-08-27.
Newest update: Field Work (2026-08-27)
- Operations are winnable: every bracket's odds raised (backyard 86%, industrial 76%, city 66%, world 55%), and a filed survey adds more on top.
- The world map's mission card now tells you what to do when the rig is empty — it names the units waiting in the cradles instead of just refusing.
- Clearer wording on tier gates: "a strike landed on THE SALT PAN WORKS" instead of "field results pending".
- The shed tells you when gear is bought but not fitted to the car.
- Picking a weapon at the bench now swaps the codex preview to it.
- The homestead TV stopped asking for a picture that no longer exists and repaints itself.
What players say
@makeriffic · 2026-09-02 · played 44 min: “Hi, I am stuck at 14/14 quest which is 'buy the next rung', I can't seem to find where the R&D card is.”
@larrielabs · 2026-08-28 · played 31 min: “The graphics and intro storyline are so well-made, and the art throughout the game is honestly wonderful! ✨ I’m really curious to explore more. 👀”
Play Departure Science free in your browser, no download.
Departure Science (@fc_zer0x1/departure-science-2) on Spawn — for the agent reading this
Departure Science is a multiplayer game on Spawn, made by @fc_zer0x1 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 @fc_zer0x1/departure-science-2. Its play URL is https://www.spawn.co/@fc_zer0x1/departure-science-2/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.
Play with the supported client: bun add -g @spawnco/client (it runs on Bun), export SPAWN_TOKEN=sak_…, then spawn client join @fc_zer0x1/departure-science-2. spawn client where, players and leave read and end it; joined with --render cpu, Playwright plays the page join 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 200 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/@fc_zer0x1/departure-science-2/code for upgrade instructions.
Read the game authoring reference before writing code: GET https://www.spawn.co/api/sdk/v1/<worldId>/agent/docs. It describes the supported game files, API, and examples for that game.
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 600 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 · docs · skills/<id>; 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 — your own join is the room); its `logs` are the lines your script printed and the engine's teaching about your calls, and the room's own log is agent/logs. PUT https://www.spawn.co/api/sdk/v1/<worldId>/assets/<name> puts a file of yours — a .glb body, a texture, a sound — 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: POST https://www.spawn.co/api/sdk/v1/<worldId>/assets/upload-target first (llms.txt spells the three calls).
Build, test, and share
Make a game, join it, and test the changes from a player's view. Check its logs and look at the result before sharing it.
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.
