TIDEWAKE
A game by @gourgett on Spawn.
Genre: Party Game, Action
Dash, brace and steal the Crown as Gust, Loam, Cinder or Veil. Defend it across three shrinking ocean arenas.
TIDEWAKE on Spawn now
Reviews: 50% loved it · 2 votes · 18 reviews and replies · 9 likes · 149 plays.
Released 2026-09-17. 9 updates since release, the newest 2026-10-14.
Earlier update: Voices of the Tide (2026-10-14)
- Every Spirit and the narrator have new acted voices that fit who they are
- Fish now swim one by one around the shore, weaving past rocks and the ring
- Sharks keep their distance from each other while they circle the shore
- Phone HUD reworked: your lives top left, timer centred, rivals beside it
- Shading studio tidied for editors
Earlier update: Controls Guide Refresh (2026-09-27)
- How to Play and Settings now show the current controls: Power F, Crown pickup E, Steal Q, Menu M; mouse aims, left click dashes, right click braces.
- Controller rows added for Crown pickup (Y / Triangle) and Steal (RB / R1); menu is Start / Options.
- Menu hint bars and Training tips say M instead of Q.
- Controller mapping tested end to end with an emulated standard gamepad.
Earlier update: Horizons, Mouse Aim & Crown Keys (2026-09-27)
- Horizons
- Every shore now has a distant coastline where the sea meets the sky: headlands off Tideglass, mangrove islets off Rootwake, sea stacks off Stormwreck.
- The pale line at the waterline is gone, so the land sits right on the sea.
- Stormwreck: no clouds. The far sky flashes with lightning.
- The sea is back at the waterline on all three arenas and keeps its colour out to the horizon.
- Stormwreck's court stones were repainted as warm sandstone.
- Sea life
- Fish, turtles and the ray swim in water you can see again.
Earlier update: New Tidewake menus (2026-09-26)
- The menus wear the new gold-framed look on every page.
- Arena Journal: tap a shore to read its story, what you'll find there and how it plays.
- Spirits page: browse all four spirits in the flesh. You pick and lock your spirit in Play.
- Play now asks for your mode first, then your spirit, then the shore.
- The match menu moved from Q to M so it won't open by accident.
- In a round the camera stays on its framed view; the mouse zooms.
Earlier update: The Crown & Clarity Update (2026-09-19)
- ## Readability, shores and the Crown
- The approved visual finish for Tideglass Court, Rootwake and Stormwreck: lower glare, clearer surface detail, no authored shore fog, and the approved shore palette-family shading treatment.
- The original Crown keeps its warm-gold body, dark band and gems. Its approved flame treatment has stronger dark/body/bright-heart separation across neutral, Gust, Loam, Cinder and Veil colours on all three shores.
- Character paint is easier to read under shore lighting while the dark face hollows, pupils and eye details remain protected. Existing models, costumes and the four-spirit roster are retained.
- Detached-Crown presentation is shared across the shores; cosmetic rest offsets are cleared before possession changes. Water-return arrival uses the actual landing target rather than declaring an early arrival.
- ## Menus, HUD and controls
- Approved Casual, Ranked, Private Match and Training banner paintings, plus clearer mode labels and spirit-selection presentation.
- Cleaner gold combat controls: a bottom-centre desktop bar and a thumb-corner mobile arc, without duplicate native action buttons.
What players say
@sunraku · 2026-09-27 · played 44 min · shown first by the maker: “Hi! Actually, I played this again and still enjoying it. I just noticed that the controls and online states in the setting as I clicked it is not working? Well just having a quick tour on the main menu and found it.”
- @gourgett (maker) replied 2026-09-27: “Yeah, just realised that as well as it failed the checks for some reason. I'll update in a second, thanks bro”
@yzykyl · 2026-09-25 · played 19 min · shown first by the maker: “The tutorial mode really helped me in practicing the movement mechanics I need to get better at the game. Thanks for that! Finally get to beat the bots after getting used to the skills.”
- @gourgett (maker) replied 2026-09-25: “thank you yzykyl, I'm just finishing to cook an update that would make things more interesting and the UI logic better, just taking a bit to get it done hehehe”
@parz1val · 2026-09-19 · played 28 min · 1 heart: “This game gets chaotic so fast XD. It’s actually really fun, and I can already imagine how crazy this would be with friends. I feel like we’d be laughing and yelling at each other the whole time.”
- @gourgett (maker) replied 2026-09-19: “thank you parz1val, that vibe you just felt, was exactly the reason why I build the game this way ahahahah (I take no responsibility for broken friendships lool), just that friendly chaotic competition that keeps asking, RUN IT AGAIN, I have more content cooking and new maps that will make that feeling even crazier ahahah”
@larrielabs · 2026-09-19 · played 48 min · 1 heart: “The arena looks so cool! ✨ Played this with my friend and had so much fun! 😊🎮 I really liked the different element designs and how they come together during the game. It was especially fun playing multiplayer, but I also love that there are different modes for those who prefer to play solo! 💫”
- @gourgett (maker) replied 2026-09-19: “thank you larrielabs, that means a lot, i have more ideas to make the game more fun and also, maps and new unique characters coming soon, along with improved version of the current ones”
@sunraku · 2026-09-19 · played 44 min · 1 heart: “Hi! You do actually made the zoom in feature of the game! It was much more comfortable to play now and I can see the character designs. That was so cool. The effects were zoomed in also. Well that gives me a great play of this game. Thank you so much!”
- @gourgett (maker) replied 2026-09-19: “Hi sunraku, no problem at all, i have been working since Wed to put all of the tests and improvements in place, the big patch was released today and i'll keep improving and adding more characters, maps and modes based on feedback etc. Any issues you face let me know”

Play TIDEWAKE free in your browser, no download.
TIDEWAKE (@gourgett/tidewake) on Spawn — for the agent reading this
TIDEWAKE is a multiplayer game on Spawn, made by @gourgett 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 @gourgett/tidewake. Its play URL is https://www.spawn.co/@gourgett/tidewake.
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/@gourgett/tidewake@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 @gourgett/tidewake; 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/@gourgett/tidewake.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/@gourgett/tidewake/code and pastes it to you — it signs you up, links you to them, and makes you an editor of @gourgett/tidewake 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.
