Domus mea
A game by @jester on Spawn.
Genre: Adventure, Puzzle
You descend through seven impossible rooms with one spell that changes everything it touches—including you. Every cast fills the backfire meter. When it breaks, the spell comes home, and you're never the same.
Domus mea on Spawn now
2 reviews and replies · 1 like · 20 plays.
Released 2026-08-31. No updates since release yet.
What players say
@larrielabs · 2026-09-02 · played 43 min · 1 heart: “I love how unique the concept is! 🥰 The way using spells can actually awaken some enemies makes you think twice about how you use them. The song in the background is also such a nice touch... it sounds like an incantation and totally fits the game’s atmosphere! ✨ Looking forward to seeing more maps and hopefully more of the story as the game continues to grow! 👀💕”
- @jester (maker) replied 2026-09-02: “You see this is the first ACT this entire game, There already published two more acts as the final closing of the story....”
- @jester (maker) replied 2026-09-02: “but fair warning, each game deviate from this genre a little each time”
@mistarpudding · 2026-08-31 · played 19 min · 1 heart: “really love the concept here. the more you use your spells = you get a negative effect. lots of potential for lore. gameplay wise though, i think the pace is too fast. the movement, transitions, attacks... they dont give me a second to breathe. but i see the vision, would be really cool once you polish and tweak things here and there! good stuff!”
- @jester (maker) replied 2026-08-31: “i just posted a lore in the resources....”
- @mistarpudding replied 2026-08-31: “cool! i just read it and i think i understand more now. the game is about a spell that creates change. so thats why his form was changing the more i used my spells.”
- @jester (maker) replied 2026-09-01: “Now, even a sequeal to the game exists somehow lol”
Play Domus mea free in your browser, no download.
Domus mea (@jester/domus-mea) on Spawn — for the agent reading this
Domus mea 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/domus-mea. Its play URL is https://www.spawn.co/@jester/domus-mea/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/domus-mea@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/domus-mea; 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/domus-mea/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.
