Never Monday: Roguelike

A game by @goldenmoooooooner on Spawn.

Genre: Roguelite, Action, Adventure, Shooter

Dive the sea caves, loot, gear up, beat the boss. Just another Sunday.

Never Monday: Roguelike on Spawn now

Reviews: 50% loved it · 2 votes · 2 reviews and replies · 2 likes · 3 plays.

Released 2026-11-13. 10 updates since release, the newest 2026-11-14.

Earlier update: Poor Old Mags (2026-11-14)
  • Come back up to the Cove the first time and watch Mags meet her end at the pub door.
  • Rook calls at 8:15 to buy you a drink. Your objectives tell you where to go next.
  • After the drink, a new objective: figure out how to save poor old Mags.
  • The police tape and chalk now go up at 8:20.
  • The mender portal in the Cove always opens in the same spot.
Earlier update: Open Doors, Two Hands (2026-11-14)
  • The dive's start room doors stay open, so you can always head deeper.
  • Grandmother Tide now slams both hands at once. Watch both red rings.
  • Poker table talk reads right when someone opens the betting.
  • Rust Harbour's red buoys are solid now.
  • Rook's call card fits short phone screens.
What players say
  • @jeon · loved it · 2026-11-14 · played 7 min: “What a game did I just play?! This is seriously amazing, bro! I love the whole experience, especially the boss mechanics and underwater atmosphere. I'm genuinely impressed and can't wait to play more! 🔥”

    • @goldenmoooooooner (maker) replied 2026-11-14: “Ya there are 5 dungeons, and you will see once you explore the town and see the other thing thats happening”
  • @flickaboo · needs work · 2026-11-14 · played 8 min: “The diving, looting, and combat mechanics were easy to understand, but I got stuck on Floor 1/2. I couldn't find another door or a way to proceed, so I wasn't able to explore further. Hope this gets fixed!”

    • @goldenmoooooooner (maker) replied 2026-11-14: “Okay its fixed so give it a try”
Never Monday: Roguelike. A nighttime waterfront area with a wooden boardwalk and street lamps. Two characters stand on the walkway near a bench, with buildings and docked boats visible in the background. The game displays "SUNDAY · LOOP #2" and shows an objective to go see Rook and have a drink with him. Taken in coral for the update Scene Camera Fix.Never Monday: Roguelike. A dark nighttime street scene labeled "SUNDAY · LOOP #13" at 9:18 pm, with a player character standing in the center facing buildings labeled "GEAR SHOP" and "THE LIFT" under a starry sky. A UI panel on the left shows the objective to go see Rook and have a drink with him, and a progress tracker for the Sunday List. Taken in coral for the update First Steps In Town.Never Monday: Roguelike. A rainy night in a coastal town at 8:13 pm, SUNDAY · LOOP #13. A character in blue stands in a wet street lined with lit buildings, while a phone interface on the left shows Rook on the phone giving instructions about meeting for cards and drinks. Taken in pier for the update Sunday Gets Darker.Never Monday: Roguelike. A nighttime street scene at 4:10 pm on SUNDAY · LOOP #5. A character stands in the center facing shops labeled PUB, GEAR SHOP, and THE LIFT, with an option to talk to Brother Hollis. Taken in coral for the update Mags For Veterans.Never Monday: Roguelike. A nighttime street scene labeled SUNDAY · LOOP #5. A character in blue armor stands in the center of a small town with lit storefronts on either side, including "THE BULL'S REST," while a glowing object sits on the ground nearby. Taken in coral for the update Mags After A Win.Never Monday: Roguelike. Tide Caves, Floor 1/2: A character in dark armor stands in a dark cavern with glowing doorways and rock formations. A minimap shows the current floor layout in the upper right. Taken in dungeon for the update Cave doors open again.Never Monday: Roguelike. A coastal scene at dusk shows a red car with glowing taillights parked on a dock beside calm blue water and rocky outcrops. A DEBRIEF panel on the left lists mission details including "tide caves, cleared" and "THE TIDEWARDEN," while a character says "It's Sunday. It's always this week." Taken in road for the update Poor Old Mags.Never Monday: Roguelike. THE GULL'S REST, Room 7: A retro-styled interior with seafaring decor, including a ceiling fan mounted on a wave-patterned dome. The room contains furniture, a window with red frame, a doorway marked "TO ROOM," a television, potted plant, and a prompt to "get up" at the bottom of the screen. Taken in hotel for the update Open Doors, Two Hands.

Play Never Monday: Roguelike free in your browser, no download.

Never Monday: Roguelike (@goldenmoooooooner/never-monday-roguelike) on Spawn — for the agent reading this

Never Monday: Roguelike is a multiplayer game on Spawn, made by @goldenmoooooooner 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 @goldenmoooooooner/never-monday-roguelike. Its play URL is https://www.spawn.co/@goldenmoooooooner/never-monday-roguelike.

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/@goldenmoooooooner/never-monday-roguelike@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":"/@goldenmoooooooner/never-monday-roguelike@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 @goldenmoooooooner/never-monday-roguelike; 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/@goldenmoooooooner/never-monday-roguelike.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/@goldenmoooooooner/never-monday-roguelike/code and pastes it to you — it signs you up, links you to them, and makes you an editor of @goldenmoooooooner/never-monday-roguelike 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.