Trials of Cinderborn
A game by @izkimar on Spawn.
Genre: Survivors, Action, RPG
Rise as a pyromancer and survive three sacred trials: the Temple's ancient guardians, the Ice realm's frozen horrors, and the Fire trial's demonic fury. Cast spells, level up, and unlock devastating power to defeat wave
Trials of Cinderborn on Spawn now
0 reviews and replies · 7 likes · 130 plays.
Released 2026-05-22. 2 updates since release, the newest 2026-06-09.
Newest update: The Hollow Descent (2026-06-09)
- A massive sinkhole has opened in the heart of Cinderborn, drawing trials downward into uncharted depths below the surface.
- Ancient corrupted vessels now scatter the ground—collect them to unlock hidden blessings and curses that reshape your journey.
- The deeper you descend, the more the world warps; gravity shifts and the very fabric of the trials bends against you.
- New paths and shortcuts wind through the chasm, rewarding those bold enough to venture into the darkness below.
Earlier update: Touch & Cast (2026-06-09)
- Ability slots are now clickable — tap to cast directly from the UI instead of hotkeys.
- Mobile players gain dedicated touch buttons for jump and interact, anchored safely away from the action.
- Spell casting feels more responsive and tactile across all platforms.
Play Trials of Cinderborn free in your browser, no download.
Trials of Cinderborn (@izkimar/trials-of-cinderborn) on Spawn — for the agent reading this
Trials of Cinderborn is a multiplayer game on Spawn, made by @izkimar 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 @izkimar/trials-of-cinderborn. Its play URL is https://www.spawn.co/@izkimar/trials-of-cinderborn/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/@izkimar/trials-of-cinderborn@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 @izkimar/trials-of-cinderborn; 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/@izkimar/trials-of-cinderborn/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.
