Peakaboom

A game by @jissi on Spawn.

Genre: Action, Extraction

You skydive into a shrinking island, loot bazookas and mods, and blast buildings into rubble. Stay fed, stay alive—last fighter standing wins.

Peakaboom on Spawn now

3 reviews and replies · 7 likes · 133 plays.

Released 2026-07-02. 19 updates since release, the newest 2026-08-11.

Newest update: The Zone Update (2026-08-11)
  • The battle royale island now has a glowing storm net that shrinks the playable zone and warns you when you're stepping outside it.
  • You're back in first-person view during fights, with your character's body hidden on your screen so you can see indoors without the camera ramming into ceilings.
  • Bombs now have infinite ammo on the island — instead you pick up buffs that make your shells bigger, faster, or hit harder.
  • Leveling up grants you random body buffs: extra health or faster movement speed, resetting each match.
  • Parrying has a lag grace window so well-timed defensive swings work even when the bomb arrives a tick or two late.
Earlier update: City Royale (2026-08-07)
  • A sprawling new urban map has opened up — explore a vibrant downtown packed with shops, towers, and ziplines.
  • Over 130 trees now shade the streets, with brushed terrain creating natural valleys and scenic overlooks.
  • 50+ drivable cars scatter across the city, along with dozens of props to interact with and hide behind.
  • Dynamic day-night cycle and atmospheric changes bring the city to life with shifting skies and weather.
  • Four ziplines crisscross the map, letting you traverse the cityscape at speed.
Earlier update: The Dive Update (2026-08-01)
  • Skydivers now plummet belly-down with their head leading — the classic freefall pose you see in every battle royale.
  • Your camera orbits the drop plane freely now — look up, down, and around while riding to scout the island before you jump.
  • The cannon's pitch range expanded so you can aim much lower — from nearly vertical all the way down to the deck.
  • Jump pad canopies drift and fade naturally after you detach, painting the sky with the trails of all the players bailing out around you.
Earlier update: Cannon Barrage (2026-08-01)
  • Four massive cannons now stand on each island, positioned in a ring so you can fire from one and land near the next.
  • Climb into a cannon, aim with your whole body, and launch yourself across the map in a ballistic arc.
  • The cannons cool down after each shot with a slow smoke curl, ready to fire again.
  • Bots now read the room's skill level and scale their abilities accordingly—tougher players face sharper fighters.
Earlier update: The Polish Pass (2026-08-01)
  • Mirrorball disco beams finally show up when you throw them.
  • Sword slashes and explosions look sharper with better particle effects and smarter rendering.
  • Bot bayonets now flash their slash effects instead of silently stabbing.
  • Particle effects pre-warm during map load so explosions never stutter on first blast.
  • Face animations on minions are more expressive with new eye and mouth variations.
What players say
  • @rookie · 2026-08-28 · played 27 min · 1 heart: “Awesome game just need more fixes, can't wait for the future updates!”

  • @defcold · 2026-08-10 · played 8 min · 1 heart: “work on the game design and the characters try to improve it”

  • @defcold · 2026-08-10 · played 8 min · 1 heart: “good work”

    • @jissi (maker) replied 2026-08-10: “Thank you! Glad you liked it, I am adding some UX improvements which may change how the game plays.”
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Play Peakaboom free in your browser, no download.

Peakaboom (@jissi/peakaboom) on Spawn — for the agent reading this

Peakaboom 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/peakaboom. Its play URL is https://www.spawn.co/@jissi/peakaboom/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/peakaboom@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/peakaboom; 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/peakaboom/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.