Far FROM Here
A game by @gamebreaklabs on Spawn.
Genre: Horror, Adventure
Welcome to town. Check-out is never.
Far FROM Here on Spawn now
Reviews: 0% loved it · 3 votes · 3 reviews and replies · 0 likes · 8 plays.
Released 2026-11-14. 8 updates since release, the newest 2026-11-15.
Newest update: Lloyd's Notes (2026-11-15)
- Lloyd's notebook has a Notes page: when the town meets at the diner, when to talk to people, how the pale kids point you to carved stones.
- A corner nudge tells you when new notes are written, and N opens straight to them.
- Crews stack what they bring home outside the diner's front door, and the duty board says who did what.
- New trailer on the game's page.
Earlier update: Last Light (2026-11-15)
- When the get-inside warning comes, the whole town runs for their doors.
- The chapel bell sends everyone running too.
- Phones no longer show the keyboard hint strip over the thumb controls.
Earlier update: No Stone, No Lock (2026-11-15)
- A story intro on your first morning: why you're here and what the town needs.
- Nights are crowded now: more Smilers walk the roads, the sweater man among them, and they ring any house you hide in.
- A house with no talisman won't hold: the knob rattles, then the door opens.
- At dusk, anyone without a talisman at home sleeps at Colony House. Hang one and that family sleeps at home.
- Talking to people raises their belief, and now you see how much.
Earlier update: Rack 'Em Up (2026-11-15)
- The Roadhouse pool table plays: grab the cue, aim, pull back and break.
- A guided first morning shows new sheriffs what to do.
- An arrow on the map points home when you wander into the woods.
- New hanging cocoons in the web woods, a rebuilt altar, a better flashlight.
- The ending card no longer blanks the screen.
Earlier update: Lloyd's Notebook (2026-11-15)
- Press N for Lloyd's notebook: a map that fills in as you walk, and tonight's sleeping roster.
- Pull the chapel bell rope at dusk to send every resident home.
- A corner minimap and a goal line help you learn the town. Turn them off in the notebook.
- Homes have real furniture, their own wallpaper and brass doorknobs.
- The Kimono Woman walks the shore at night, a little faster than the others.
What players say
@flickaboo · needs work · 2026-11-14 · played 11 min · 1 heart: “The atmosphere is pretty creepy! I like how getting too close to a threat sends you back to your house. However, I wasn't sure what the main goal was, and we both got stuck in the graveyard scene. I'd love to revisit this after some improvements! 👻”
- @gamebreaklabs (maker) replied 2026-11-14: “We're working on it. Please check back in a few days and play again.”
@chizkeyk · needs work · 2026-11-14 · played 10 min · 1 heart: “The game has potential, however I got stuck here after. Would also be nice to put up some quest or task bars to know what needs to be done in order to win.”
- @gamebreaklabs (maker) replied 2026-11-14: “made some improvements check it out. open to suggestions”
@makeriffic · needs work · 2026-11-15 · played 10 min: “It's good that the game provides a objective and a map to know where things are but I'm not really sure why I need to follow the objectives. Maybe adding a backgrounds story would help. I also stayed outside for the whole night and there wasn't anything scary at all, it's just the vibes of the town.”
- @gamebreaklabs (maker) replied 2026-11-15: “ok will add way more smilers”
- @gamebreaklabs (maker) replied 2026-11-15: “Updated. It should be scarier at night now. Check it out”








Play Far FROM Here free in your browser, no download.
Far FROM Here (@gamebreaklabs/far-from-here) on Spawn — for the agent reading this
Far FROM Here is a multiplayer game on Spawn, made by @gamebreaklabs 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 @gamebreaklabs/far-from-here. Its play URL is https://www.spawn.co/@gamebreaklabs/far-from-here.
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/@gamebreaklabs/far-from-here@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":"/@gamebreaklabs/far-from-here@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 @gamebreaklabs/far-from-here; 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/@gamebreaklabs/far-from-here.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/@gamebreaklabs/far-from-here/code and pastes it to you — it signs you up, links you to them, and makes you an editor of @gamebreaklabs/far-from-here 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.

