Skee-Fi
A game by @foggydev on Spawn.
Genre: Deckbuilder, Idle, Racer
You aim, charge, and release enchanted orbs down neon-lit lanes, banking them into shifting rings for massive scores. Feel the heat build with every hit as you unlock rare Orbs and Charms to dominate the leaderboard.
Skee-Fi on Spawn now
7 reviews and replies · 2 likes · 45 plays.
Released 2026-09-05. 5 updates since release, the newest 2026-09-10.
Newest update: The Cabinet Court (2026-09-10)
- The Cabinet Court has arrived: seven seeded rivals with their own throw-by-throw challenges, expressive reactions and intricate MedievalVaporwaveMagicorepunk details. Meet the Gilded Maw, the angry old Paperclip Wizard, the Neon Green Knight, Liquoozy, DAQUAK, Vesper and Afterglow. Bosses now stand beside the lane rather than hiding in the sign, with marked cups, readable intentions and Court wagers. Your throwing feel, Vaporglass and purchased attunements are preserved. Portrait-phone boss framing is still being refined.
Earlier update: Leaderboard Labels Stay Put (2026-09-09)
- Fixed the oversized, overlapping R1/R2/R3-style text beside the lane. Leaderboard scores and round labels now retain their original small size, alignment and board-facing orientation when an empty row receives a score or the board refreshes. Empty entries remain hidden. Throw physics, scoring, run progression and saved purchases are unchanged.
Earlier update: The Arcane Field Guide (2026-09-09)
- How to Play is now an animated arcane field guide.
- Learn one throw first: aim, hold for power, then release. Clearer lessons explain slide, curve, spin, banks, heat and round targets.
- Separate mouse, keyboard and phone instructions show exactly what to do — including touch pull direction and cancelling a wind-up.
- Open the Orb atlas for ten animated power lessons, from free Chrome to Crown, with practical tips and current attunement prices.
- Clearer charm, Vaporglass and equipment explanations distinguish this run’s magic from permanent purchases.
- Wider phone guide pages, large expandable cards, chapter navigation and reduced-motion illustrations make the book easier to use.
- This update changes the guide, not throw physics, scoring, saves or purchases. Players already in a run receive it next session.
Earlier update: Smooth Moves & Arcane Trails (2026-09-09)
- Smoother throws, clearer curves, and a little more magic in every shot.
- Refined Orb rolling and cup capture, with more readable left and right curve.
- A shared throw wind-up for mouse and touch controls.
- Distinct magical trails for all nine Orb types, with lighter effects for smaller fragments and mobile devices.
- Score signs now stay inside the randomized playing field, including crowded layouts.
- Your saved progression and purchases stay intact.
Earlier update: Your Lane, Your Run (2026-09-05)
- Player feedback shaped this update.
- Independent lanes: new sessions place each player in their own game room, so simultaneous runs no longer swap each other's scoring targets. Everyone still competes on the shared leaderboard.
- Better Orb continuity: missed Orbs finish their departure instead of blinking out immediately; scored Orbs descend fully into their cups, with their inlays visible through the animation.
- Special Orbs now use their own throw's target layout, not another player's board.
- Removed a redundant lane-collider payload associated with a loading/replication fault, while preserving the lane's collision shape.
- Existing account saves, Orb ownership, upgrades and leaderboard records are unchanged. Sessions already underway keep their current version until the next session.
- Keep reporting anything that feels off, especially disappearing Orbs — we're continuing to check the original intermittent report across players' devices.
What players say
@flickaboo · 2026-09-17 · played 9 min · 1 heart: “This has a really fun arcade feel to it! I like the idea of shooting the chrome orb into the holes, and the vibrant colors and overall theme look great. I'd love to see more things added to the arcade gameplay because I think this has a lot of potential! 🎮✨”
@larrielabs · 2026-09-13 · played 1 hr 5 min · 1 heart: “The lobby design is awesome! ✨ I also really like that we get to choose charms after completing a round. I really enjoyed the game! I’m wondering if there’s a multiplayer mode where we get to take turns too.💜”
@makeriffic · 2026-09-10 · played 23 min · 1 heart: “It was very satisfying when a ball shoots, but it feels a little awkward with its movement especially when bouncing on the side or even in the middle. I also like that there are enchantments to use when finishing rounds. Keep it up!”
@laurence1 · 2026-09-09 · played 10 min · 1 heart: “Awesome visual readability and super smooth ball physics! The how to play grimoire explains all the controls clearly. The only small tweak would be adjusting the end of run summary UI into a single frame so you don't have to scroll down to click replay or lobby! I had fun throughout the game!”
@jeon · 2026-09-05 · played 37 min · 1 heart: “Great work bro! I thought my arrow indicator was stuck because I was swiping my mouse left and right 😂. I just noticed I had to hold the left mouse click to move the arrow haha. Btw its a nice game, looking forward to future updates!”
- @jeon replied 2026-09-05: “Love that you can curve the ball 😂 it makes the game way more fun to play.”
Play Skee-Fi free in your browser, no download.
Skee-Fi (@foggydev/skee-fi) on Spawn — for the agent reading this
Skee-Fi is a multiplayer game on Spawn, made by @foggydev 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 @foggydev/skee-fi. Its play URL is https://www.spawn.co/@foggydev/skee-fi/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/@foggydev/skee-fi@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 @foggydev/skee-fi; 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/@foggydev/skee-fi.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/@foggydev/skee-fi/code and pastes it to you — it signs you up, links you to them, and makes you an editor of @foggydev/skee-fi 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.
