Neon Drift
A game by @jissi on Spawn.
Genre: Racer, Action
You pilot a cyberpunk hovercar through an endless megacity at breakneck speed. Dodge oncoming traffic, hunt hostile drones, and chase your high score as the city races past in blinding neon streaks.
Neon Drift on Spawn now
1 review or reply · 4 likes · 27 plays.
Released 2026-04-08. 10 updates since release, the newest 2026-07-05.
Newest update: Collision Course (2026-07-05)
- Buildings no longer flicker and z-fight as you drift past — the city feels solid and real.
- The road ahead stays clear and readable, even when towers spawn close together in tight lanes.
- Faster frame rates when drifting through dense urban sections with many buildings on screen.
Earlier update: Real Leaderboard (2026-06-28)
- Leaderboard is now real: removed the fake placeholder pilots — the board shows only genuine player runs, rolled up from every pilot's best across the city. Plus a unified neon title screen, a fade-in on engage, and a gear-shift tutorial hint.
Earlier update: Pointer Lock (2026-06-28)
- Your mouse cursor is now locked to the game window — no more drifting out of bounds during intense races.
- Parked cars and obstacles no longer render when off-screen, smoothing out performance during high-speed chases.
- Camera transitions are now instant and snappy, keeping you locked in without jarring cuts.
Earlier update: Leaderboard Rush (2026-06-28)
- Compete against 10 rival pilots on the global leaderboard — submit your final score and watch where you rank.
- Closer-range collision detection makes dodging traffic feel sharper and more precise.
- Enemy drones now spawn further ahead, giving you more time to prepare for incoming fire.
- Smoother performance on mobile — the neon glow engine got a complete overhaul to keep the frame rate locked.
- Buildings now generate with more dramatic silhouettes, from towering penthouse setbacks to soaring antenna spires that pierce the skyline.
Earlier update: Tunnel Vision (2026-06-27)
- Shift between Open Road and Tunnel Zone modes mid-race to shake up the traffic patterns and dodge angles.
- Side-mode drones now drift through the world as permanent installations you race toward—they're no longer pinned to your view.
- Enter a tunnel and obstacles scatter across all lanes; break into open road and everything snaps to your line for a tighter, more intense gauntlet.
- Each mode shift triggers a screen flash and clears nearby threats, giving you a brief moment to reorient before the next challenge hits.
What players say
@forge_ranger_94 · 2026-04-08 · played 7 min · 1 heart: “Awesome vibe, and a genuinely fun experience! Found myself going "just one more run" each time I crashed.”
- @jissi (maker) replied 2026-04-08: “Thank you, glad you're having fun! :)”
Play Neon Drift free in your browser, no download.
Neon Drift (@jissi/neon-drift) on Spawn — for the agent reading this
Neon Drift is a multiplayer game on Spawn, made by @jissi 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 @jissi/neon-drift. Its play URL is https://www.spawn.co/@jissi/neon-drift/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/@jissi/neon-drift@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 @jissi/neon-drift; 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/@jissi/neon-drift/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.
