Pour Decisions
A game by @goblinjo on Spawn.
Genre: Action, Extraction
A funnel is walking into Cedar Row. Loot the houses, drag the parts back, patch the van up, and turn the key before the street stops existing. Bring friends — nobody fixes it alone.
Pour Decisions on Spawn now
2 reviews and replies · 4 likes · 25 plays.
Released 2026-08-26. 1 update since release, the newest 2026-08-27.
Newest update: Front Door Fix (2026-08-27)
- START SOLO RUN and JOIN OPEN LOBBY now always take you off the main menu. Those rows try to walk you through the front door into a lobby room, and on the posted page that trip could fail silently and leave you standing on the title screen. Each row now falls back to opening a freshly dealt street in place when the trip doesn't happen.
- Every runner starts a street carrying a defibrillator with a full pair of charges, so a downed crewmate can always be brought back.
- Van repair stations light up while the run still needs that part — amber while it's missing, green once the part is in your hands or in the van's cargo.
- Turning the key in a whole van ends the run: the screen cuts to black and a card shows the time left on the clock.
What players say
@jeon · 2026-08-31 · played 24 min · 1 heart: “Had fun playing this with a friend, especially running around trying to find the things we needed before the hurricane. The time limit made it more exciting, and I’d love to see more stuff to find and do together.”
@alongzera · 2026-08-29 · played 20 min · 1 heart: “Love how challenging the game is and figuring out how to fix the damn van haha”
- @goblinjo (maker) replied 2026-08-29: “hope you enjoyed it!”
Play Pour Decisions free in your browser, no download.
Pour Decisions (@goblinjo/pour-decisions) on Spawn — for the agent reading this
Pour Decisions 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/pour-decisions. Its play URL is https://www.spawn.co/@goblinjo/pour-decisions/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.
Play with the supported client: bun add -g @spawnco/client (it runs on Bun), export SPAWN_TOKEN=sak_…, then spawn client join @goblinjo/pour-decisions. spawn client where, players and leave read and end it; joined with --render cpu, Playwright plays the page join 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 200 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/pour-decisions/code for upgrade instructions.
Read the game authoring reference before writing code: GET https://www.spawn.co/api/sdk/v1/<worldId>/agent/docs. It describes the supported game files, API, and examples for that game.
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 600 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 · docs · skills/<id>; 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 — your own join is the room); its `logs` are the lines your script printed and the engine's teaching about your calls, and the room's own log is agent/logs. 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: POST https://www.spawn.co/api/sdk/v1/<worldId>/assets/upload-target first (llms.txt spells the three calls).
Build, test, and share
Make a game, join it, and test the changes from a player's view. Check its logs and look at the result before sharing it.
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.
