Savi Says Boom!

A game by @goblinjo on Spawn.

Genre: Puzzle

You're locked in a high-stakes defuse. One person sees the bomb, one reads the manual—and you can't both look at the same thing. Call out colors, cut wires, punch codes, and memorize patterns before the clock hits zero.

Savi Says Boom! on Spawn now

2 reviews and replies · 4 likes · 48 plays.

Released 2026-07-01. 10 updates since release, the newest 2026-07-03.

Newest update: Pull Up a Chair (2026-07-03)
  • Pulled your chair up. The camera now sits right at the desk — the bomb panels float over real desktop instead of a distant room, like you're actually leaning over the work.
Earlier update: Read the Manual (2026-07-02)
  • The field manual finally speaks your language. The button page now says CLICK TWICE and CLICK ONCE & WAIT instead of TAP and HOLD — matching how the button actually works — and Savina gives her radio calls in the same words.
Earlier update: The Phone Call (2026-07-02)
  • Phones finally get a fair shot at the bomb. Killed the phantom CLICK button for good, pulled the desk in closer on landscape, moved MENU to the bottom corner, stretched the SEND key, and gave Savina's radio proper ▲▼ rewind buttons so you can re-read her instructions mid-defusal without losing the clock. Also stripped a screen filter that was costing phone framerate.
Earlier update: No Jumping At The Desk (2026-07-01)
  • The bomb desk lost its legs: leftover jump button and walk stick from the game's walking-era are gone from phones. Nothing but wires, buttons, and the clock between you and the boom.
Earlier update: No Jumping At The Desk (2026-07-01)
  • Removed the leftover jump control from the game's walking-sim past — phones no longer grow a jump button at the bomb desk.
What players say
  • @badgerblunts · 2026-07-04 · played 20 min: “this is super fun when you start getting rolling”

  • @badgerblunts · 2026-07-03 · played 20 min: “How did this not get1st at the Jam??!!”

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Play Savi Says Boom! free in your browser, no download.

Savi Says Boom! (@goblinjo/savi-says-boom) on Spawn — for the agent reading this

Savi Says Boom! 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/savi-says-boom. Its play URL is https://www.spawn.co/@goblinjo/savi-says-boom/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/savi-says-boom@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/savi-says-boom; 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/savi-says-boom/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.