Final Alchemy
A game by @henry on Spawn.
Genre: Survivors, Tower Defense, RPG, Strategy
You are the final alchemist. Choose from hundreds of weapons and buffs to kill over 30 waves of monsters, in challenging gameplay based on the popular Warcraft III custom game Tower Survivors. Solo or 4-player PvP.
Final Alchemy on Spawn now
Reviews: 100% loved it · 2 votes · 2 reviews and replies · 2 likes · 2 plays.
Released 2026-11-03. 2 updates since release, the newest 2026-11-03.
Newest update: Seven new creep skin packs (2026-11-03)
- Creep skins remade as seven fun shows: Rubber-Hose Casino, Snack Attack, Mecha Rangers, Spooky Plushies, Claymation Garden, Idol Concert and Space Cats. Looks only, same creeps and stats.
Earlier update: Fun arenas and story pictures (2026-11-03)
- Three new arenas in the shop: Yuletide Square, The Sky Galleon and Sweetfall Fair, each with its own preview. Story scenes now show a painted picture for what the narrator says, changing as the story goes. Creep health bars sit centered under each monster. Relics are out of the shop.
What players say
@neitantei · loved it · 2026-11-03 · played 18 min: “The alchemist not being able to move is both a blessing and a curse. I love the wide selection of skills, but the enemies feel like moving PNGs. More enemy animations would make the game better!”
@sunraku · loved it · 2026-11-03 · played 7 min: “Hey bro! I really like the way I play this game cause I only buy weapons, buffs, and use skill. The character attack automatically so it was easy to play. I think you could improve way beyond the art and looks like they are real 3D?”



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