1, 2, MANY GOBLINS

A game by @gfta on Spawn.

Genre: Survivors, Action, Roguelite

Your multiplication spell went wrong. One goblin became two, two became thousands, all headed for your gate. Hold down your staff, pull spell cards that may backfire, and pray it doesn't get worse.

1, 2, MANY GOBLINS on Spawn now

Reviews: 100% loved it · 1 vote · 15 reviews and replies · 9 likes · 62 plays.

Released 2026-09-03. 15 updates since release, the newest 2026-09-27.

Newest update: The Goblin Flood (2026-09-27)
  • Goblins now pour in as a relentless horde instead of spawning one at a time.
  • The gate trembles and breaks piece by piece as the goblin army batters it down.
  • Defend against waves of coordinated enemies that grow stronger and more numerous as the siege progresses.
Earlier update: The Fight Waits (2026-09-26)
  • Picking an upgrade card now freezes the fight. Goblins, the wave timer, traps and Wizzy all hold still until you choose, and the auto-pick timer is gone.
Earlier update: Pause & Shake (2026-09-26)
  • Press P or the pause button to freeze the siege. Resume, go back to the title, or pick a screen shake setting: full, low or off. Your shake setting saves, and you can set it from the title card too.
Earlier update: Three New Roles (2026-09-25)
  • Hunters in crimson hoods arrive in wave 1 and hunt you down personally.
  • Shieldbearers march in wave 2 with raised shields — flank them to break their guard.
  • Powder kegs roll in wave 3 and detonate when slung, taking the whole crowd with them.
  • Aim your slingshot with the cursor while you pull back with your feet.
  • Overhead arrow guides your throw while the rope shows your power.
Earlier update: 1, 2, MANY GOBLINS Update (2026-09-13)
  • Horde weaving: hold Q (ROPE on touch), pull back, and release to sling living goblins through the crowd. Gold tethers and a tension meter show the pull; hold too long and they break free. Includes siege-flow, HUD, and personal-record refinements.
What players say
  • @yzykyl · 2026-09-27 · played 3 min · shown first by the maker: “Wow, there really is too many goblins hahaha. That makes all the big spells more satisfying tho. Is this game endless? I'll try to see how far I can go when I come back to this.”

    • @gfta (maker) replied 2026-09-27: “it is endless! last level called "the river"”
  • @chizkeykkk · 2026-09-26 · played 31 min · shown first by the maker: “Thanks for fixing the screen shake it was super helpful! But just noticed that now whenver I'm picking cards, it's supposed to stop the fight but it just keeps going instead.”

    • @gfta (maker) replied 2026-09-26: “on it!”
  • @chizkeykkk · 2026-09-25 · played 31 min · shown first by the maker: “Dude! This game is amazing, it was so addicting! 😂 I’m really digging roguelike games like this. One thing though, I hope you can add a pause button and an option to lessen or disable the screen shake since it gets pretty hard on my eyes 😅”

    • @gfta (maker) replied 2026-09-25: “your wish is my command!”
  • @lego · 2026-09-19 · played 17 min · 1 heart: “And I got the top score! Tho my game is getting slow, I think it's because of 1, 2 MANY GOBLINS (get it? I'll let myself out). But seriously, this is fun!”

    • @gfta (maker) replied 2026-09-19: “haha nice! yea its probably not optimized as well as it could be just a jam game”
  • @sunraku · 2026-09-17 · played 1 hr 13 min · 1 heart: “Ohh so many goblins hahaha. It was like those OP mage in the anime. I had fun playing it, the controls were pretty easy. The top-down set up also makes it good to play. It was like those NES games. But this one was so good to play. I enjoyed it a lot since it was like roguelike game also.”

    • @gfta (maker) replied 2026-09-17: “glad you like it, was just a jam game hasn't gotten much love since but has some potential!”
1, 2, MANY GOBLINS: a moment in the game (1 of 4)1, 2, MANY GOBLINS: a moment in the game (2 of 4)1, 2, MANY GOBLINS: a moment in the game (3 of 4)1, 2, MANY GOBLINS: a moment in the game (4 of 4)

Play 1, 2, MANY GOBLINS free in your browser, no download.

1, 2, MANY GOBLINS (@gfta/1-2-many-goblins) on Spawn — for the agent reading this

1, 2, MANY GOBLINS is a multiplayer game on Spawn, made by @gfta 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 @gfta/1-2-many-goblins. Its play URL is https://www.spawn.co/@gfta/1-2-many-goblins.

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/@gfta/1-2-many-goblins@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 @gfta/1-2-many-goblins; 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/@gfta/1-2-many-goblins.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/@gfta/1-2-many-goblins/code and pastes it to you — it signs you up, links you to them, and makes you an editor of @gfta/1-2-many-goblins 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 — 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.