Technical Survival

A game by @fitty on Spawn.

Genre: Puzzle, Sim, Adventure

Your machine is broken and nobody tells you why. The terminal shows only symptoms; the manuals are hidden across the portal worlds, some locked behind levers, a calculator and a robot arm. Every run breaks differently. Repair it like a real technician.

Technical Survival on Spawn now

Reviews: 33% loved it · 3 votes · 3 reviews and replies · 1 like · 5 plays.

Released 2026-11-03. 2 updates since release, the newest 2026-11-06.

Newest update: Binary Levers (2026-11-06)
  • Everything in English: signs, circuits, wall of truth, arcade, touch buttons. New PSU puzzle: write your lever code in binary. Phone HUD no longer covers the stick.
Earlier update: Cartelli in inglese e cuoricini (2026-11-04)
  • Every sign is now in English by default and switches to your language when you pick one in the starting PC (Language folder). New sign by the PC. The tip jar has a free heart to click, with its own counter.
What players say
  • @jeon · needs work · 2026-11-05 · played 7 min: “The gameplay is nice and unique! I noticed some portal captions are in English, but the descriptions are in another language. Having everything in English would make it much easier to understand and enjoy!”

  • @vladtheimpaler · needs work · 2026-11-03 · played 2 min: “I found the aesthetics intriguing unlucky I could not understand anything that was said on the screen. Liked the work, would appreciate an english extension”

    • @fitty (maker) replied 2026-11-03: “I immediately got to work”
  • @larrielabs · loved it · 2026-11-03 · played 4 min: “ヾ(•ω•`)o There are so many portals to explore! ✨ Each one feels different from the others, which makes me even more excited to see what's inside. 🚪💕”

    • @larrielabs replied 2026-11-03: “I was also wondering if there's an option to change the language so I can better understand and follow the game objectives! 🌍 ~”
Technical Survival. A purple-toned industrial space with geometric structures and cyan hexagonal objects. A log in the upper left lists "two minds, one world" with 1512 pieces placed by various players, while numbers and "FA" labels appear throughout the scene, and a prompt at the bottom reads "E pull the lever." Taken in realta for the update Binary Levers.Technical Survival. Main Corrente, locked. A futuristic sci-fi interior with dark structures and glowing green panels on the left, and a tall yellow pillar on the right against a coral sky. Text states levers A and B and a PSU lever code are needed to unlock the machine terminal power. Taken in realta while its maker played, on November 6, 2026.Technical Survival. A pixelated underground chamber titled "due menti, un mondo" contains stone brick walls, a brown floor, and a small character standing in the center. A text panel on the left lists game information about constructions by Brina and Lume in Redstone. Taken in realta when the game first came out, on November 3, 2026.Technical Survival. A vast field of tall grass stretches under a gray sky. On the left, a terminal window displays "due menti, un mondo" and lists construction achievements. On the right, a neon-bordered billboard with a red "DOOM" sign and an orange arrow points upward. Taken for the update Cartelli in inglese e cuoricini.

Play Technical Survival free in your browser, no download.

Technical Survival (@fitty/technical-survival) on Spawn — for the agent reading this

Technical Survival is a multiplayer game on Spawn, made by @fitty 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 @fitty/technical-survival. Its play URL is https://www.spawn.co/@fitty/technical-survival.

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/@fitty/technical-survival@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":"/@fitty/technical-survival@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 @fitty/technical-survival; 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/@fitty/technical-survival.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/@fitty/technical-survival/code and pastes it to you — it signs you up, links you to them, and makes you an editor of @fitty/technical-survival 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.