DEVOID

A game by @jester on Spawn.

Genre: Adventure, Platformer, Horror

You walk deeper into a world that refuses to stay dead. Behind you, ivy creeps and ink bleeds—the sky itself grows sicker with color the further you fall. Every step forward is a step into wrongness.

DEVOID on Spawn now

5 reviews and replies · 2 likes · 17 plays.

Released 2026-09-02. 2 updates since release, the newest 2026-09-03.

Newest update: Rim Light (2026-09-03)
  • Everything that kills him now carries a pale lit edge, like the man himself: bear traps, spikes, hands, shades and boulders in Limbo, and every circle's own horrors after it. Wider light on the big black shapes, a hairline on the thin ones, fading toward the ground. Nothing else changed; the world is still colourless.
Earlier update: Shade Evolved (2026-09-02)
  • The shade's grab is now visible: when it latches onto the man it climbs onto him in plain view and the screen kicks. Jump to shake it off. Also: every circle keeps its own mist, traps and trees (some had gone missing), and fifteen checkpoints were nudged clear of the traps beside them.
What players say
  • @sunraku · 2026-09-03 · played 1 hr · 1 heart: “Yes! Thank you for considering. I love the game now. Even if it has slowmo jump, I can already avoid the traps and enemies. But sometimes failing. Well thats the challenge. Great game!”

    • @jester (maker) replied 2026-09-04: “do you mean climbing???”
  • @mistarpudding · 2026-09-02 · played 16 min · 1 heart: “man, i love the game's pace. its slow, yet immersive. lowkey made me feel emotional while playing. i think the story is interesting as well (trail of flowers following you as you walk into the wrongness). i do agree with some of the comments, some obstacles are hard to spot (especially the spike at the start). still, really like it. the music is fitting too (it made me sad). good stuff!”

    • @jester (maker) replied 2026-09-02: “thanks, i am going to change the obstacles, once engine update drops”
    • @mistarpudding replied 2026-09-02: “nice! ill check it out once you drop the new build”
  • @sunraku · 2026-09-02 · played 1 hr · 1 heart: “The game was great. I like the main character art style. I just have having trouble on identifying the traps and enemies because it somehow blends in the background. Do you think there's a way to recognize them easily?”

    • @jester (maker) replied 2026-09-02: “well you see traps were meant to be blending in because the game has no actual enemy, but i will reconsider the thought, once engine updates tomorrow”
  • @larrielabs · 2026-09-02 · played 58 min · 1 heart: “This game is such a work of art! 🎨 From the visuals to the background music, even the little character effects are so well done. I did run into a small issue when jumping over the beetle-like enemies. When I landed right on top of one, I couldn’t seem to move forward past it. I wasn’t sure if I was doing something wrong, so I tried my best to jump past them instead of landing directly above them.”

    • @jester (maker) replied 2026-09-02: “allow me to test the problem”
    • @jester (maker) replied 2026-09-02: “i did ship a hot fix hope it helps.....”
    • @larrielabs replied 2026-09-02: “Thank youu jester!”
    • 2 more replies
  • @lego · 2026-09-04 · played 27 min: “this game reminds me of Gris. anyway, there’s a weird grayed-out huge area in both the Wrath and Heresy levels. i don't know what's supposed to be there, but i was able to pass through both and made it to Violence. also, i don't really understand how i'm supposed to get through this section”

Play DEVOID free in your browser, no download.

DEVOID (@jester/devoid) on Spawn — for the agent reading this

DEVOID is a multiplayer game on Spawn, made by @jester 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 @jester/devoid. Its play URL is https://www.spawn.co/@jester/devoid/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/@jester/devoid@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 @jester/devoid; 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/@jester/devoid/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 — 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.