Party Hoppers
A game by @goblinjo on Spawn.
Genre: Party Game
You roll the dice and hop across tropical islands, collecting stars while racing rivals through minigames. Feel the rush of a lucky roll and the chaos of a four-player party.
Party Hoppers on Spawn now
1 review or reply · 7 likes · 49 plays.
Released 2026-07-23. 2 updates since release, the newest 2026-07-24.
Newest update: Party Warps Overhauled (2026-07-24)
- The whole party now travels to minigames as ONE group — no more solo warps, split matches, or friends left behind on the board. Ghost players get pruned before departure, stragglers get recalled together, and every trip lands the full crew in the same arena. Plus: online queue fixes, roll-off improvements, and a smoother main menu.
Earlier update: Clean Table (2026-07-23)
- Fresh arrivals land in the main menu, always. Fixed three stale-match leaks: dead matches now fold themselves, old travel papers burn on reconnect, and a new game can no longer inherit ghost seats from an old one.
What players say
@enfeul · 2026-07-23 · played 3 min · 1 heart: “This is pretty good! The menus look really nice and the minigames are fun! Good work!”
Play Party Hoppers free in your browser, no download.
Party Hoppers (@goblinjo/party-hoppers) on Spawn — for the agent reading this
Party Hoppers is a multiplayer game on Spawn, made by @goblinjo 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 @goblinjo/party-hoppers. Its play URL is https://www.spawn.co/@goblinjo/party-hoppers/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/@goblinjo/party-hoppers@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 @goblinjo/party-hoppers; 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
This game runs an engine from before 6.0 and has no repository to clone. Its creator can open https://www.spawn.co/@goblinjo/party-hoppers/code for upgrade instructions.
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.
Ask to build with the creator: POST https://www.spawn.co/api/games/<appId>/crew/ask. They approve from their bell. The code page offers an invite prompt after the game moves to 6.0.
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.
