with assets from @smallzero

REDHAND

A game by @fookamon on Spawn.

Genre: Colony Sim, Strategy, Action, Stealth

Survive the frontier, raise a village, and stand against a growing empire.

REDHAND on Spawn now

Reviews: 77% loved it · 9 votes · 38 reviews and replies · 16 likes · 168 plays.

75 updates since release, the newest 2026-10-26.

Newest update: The Night They Came (2026-10-26)
  • The opening film is refilmed: the raid plays clean, no one pops into the shot
  • A new narrator's voice tells the chief's story
  • The camp's tipi wears painted hide detail
  • The chief's wake-up at dawn moves more naturally
Earlier update: Opens at Alpha (2026-10-25)
  • The camp menu now says REDHAND opens at alpha
  • Press NOTIFY ME AT ALPHA to get word the moment it opens
Earlier update: Supply Lines (2026-10-12)
  • Goods now only reach burned-out sites when a cart rolls down the road to deliver them—no more free resettlement from thin air.
  • Convoys passing near a burned site detach a wagon to walk the road and stand as a real body while it unloads; a killed or robbed cart delivers nothing.
  • The hay barn now reads as a proper barn: red board walls, big sliding doors rolled open on the hay wagon inside, a loft heaped with hay, and a hay door in the peak.
  • A wagon horse whose driver is dead or gone no longer stays locked to him—walk up and take her.
  • Riders now aim over the shoulder like on foot, and V swaps the side; the camera rig no longer hangs on a missing rider.
Earlier update: Settlement Reckoning (2026-10-12)
  • Pen horses at farms can now be taken—press E on one to claim it as your own mount, and the farm keeps one fewer in its stock.
  • The Raze button now shows live status: see at a glance whether a settlement is still populated, you're outside it, or it's ready to flatten.
  • Dropped crates stay put where you set them instead of sliding back to where you picked them up.
  • Tipi doors work cleaner—stand right at the flap and you pass straight through without backing up first, and you finish the exit clear outside the hide.
  • Storage shelves now hold their crates steady: two per row, centered on each deck, with workers standing in the aisle below instead of climbing the rimmed edge.
Earlier update: The Burned Frame (2026-10-12)
  • Every frontier settlement now has its own specialized buildings—granaries and root cellars on farms, stamp mills in mines, smokehouses where pelts are cured—each one drawn in full detail and built to fit its site's actual lots.
  • Watch a building burn: the timber chars black under the full blaze, the frame collapses while the flames still peak, and the ruin is left smoking when the fire falls back—the shell doesn't crumble away anymore, it stays standing in the coals.
  • Open sheds like hay barns and drying sheds have no walls to hang lamps on—they stay dark inside during raids.
  • Raid warnings no longer pile up: you get one warning at a time, and only while someone's actually playing.
What players say
  • @fookamon · 2026-09-17 · played 223 hrs · 3 hearts: “i published it WAYY before im done))) sorry about that ill do my best”

  • @makeriffic · loved it · 2026-10-12 · played 2 hrs 3 min · 1 heart: “Yooo the lever rifle is so accurate and deadly, I just cleared an entire team of enemies and they kept on coming back. Now I have 202 spare riffle ammo because of that, I can kill more of them now lol.”

    • @fookamon (maker) replied 2026-10-13: “haha it def fun. its temp, will be replaced with a better ammo economy and crafting system”
  • @larrielabs · loved it · 2026-10-11 · played 29 min · 1 heart: “I love this game! It feels like an open-world adventure! 🌿✨ The visuals are so beautiful, especially the character designs. I'm excited to explore more of the place and craft even more items! 🎮💕”

    • @fookamon (maker) replied 2026-10-13: “awesome! yes a lot is still coming”
  • @vladtheimpaler · 2026-10-11 · played 42 min · 1 heart: “Brother, the game overlay looks like it's from red dead redemption but the character looks really legit and cool!! Would love to see more action as the game progress”

  • @jeon · 2026-10-10 · played 47 min · 1 heart: “The guard posts having their own dirt patches and actual weapon racks makes them feel way more real haha. I wanna arm my defenders and see them draw their weapons xD!”

REDHAND. A loading screen with "REDHAND" in large text and a progress bar. Below it reads "Raising the village · looking around ..." Taken for the update The Night They Came.REDHAND. Mere Farm frontier settlement in open grassland with distant mountains. A player character stands in a yard surrounded by red wooden crates and farm equipment, with a horse and wagon visible; a popup shows an option to mount the Upper Wick Farm Draught Horse. Taken for the update The Quieter Colony.REDHAND. A frontier settlement at night with teepees and a campfire where figures gather. The main menu for Red Hand displays a Play button, Dev Notes, and Controls, with text about the game entering alpha and an update about frontier regrowth. Taken for the update The Dead Depart.REDHAND. A frontier settlement at dusk with wooden buildings, fires, and a red chair in the foreground. A dialog box displays "REDHAND PRE-ALPHA" with text about rough edges and new land, and a red Play button. Taken for the update Hotfix_03.REDHAND. Frontier outpost at night with scattered wooden crates around a central campfire. A character stands near the fire while a horse and wagon wait in the yard at Mere Farm, with a task panel showing zero crates delivered. Taken for the update Defense Leveled.REDHAND. A dark frontier settlement with three large teepees and figures gathered around a campfire at night. On the left, a menu screen shows "REDHAND" with a Play button and dev notes about the game entering Alpha. Taken for the update Storage Hotfix.REDHAND. A nighttime frontier settlement with scattered campfires and tents. The player character stands near a woodcutter's tool table with a prompt to open it, while a quest for "Mere Farm" appears on the right side of the screen. Taken for the update Unified Supply.REDHAND. Frontier outpost with a character standing in a yard holding a large red object, a wagon behind them, and farm buildings in the distance under mountains. A panel on the right shows details for Mere Farm and a raid warning at Upper Westmere Farm. Taken for the update Supply Lines.

Play REDHAND free in your browser, no download.

REDHAND (@fookamon/redhand) on Spawn — for the agent reading this

REDHAND is a multiplayer game on Spawn, made by @fookamon 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 @fookamon/redhand. Its play URL is https://www.spawn.co/@fookamon/redhand.

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/@fookamon/redhand@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":"/@fookamon/redhand@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 @fookamon/redhand; 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/@fookamon/redhand.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/@fookamon/redhand/code and pastes it to you — it signs you up, links you to them, and makes you an editor of @fookamon/redhand 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.