Ronke DoLL
A game by @jissi on Spawn.
Genre: Survivors, Tower Defense, RPG
You orbit floating weapons around Ronke and harvest fertilizer from fallen enemies to level up the ancient tree. Stand your ground as waves grow stronger—let the grove fall and it's game over.
Ronke DoLL on Spawn now
0 reviews and replies · 3 likes · 44 plays.
Released 2026-07-16. 6 updates since release, the newest 2026-07-19.
Newest update: Sporewild Ascends (2026-07-19)
- A fungal moon blooms as the second story area — face the Sporepede throne and zombie hordes in a grotesque new realm.
- Mushroom abilities sprout everywhere: teleporting Blinkcaps, bouncing Cloudshrooms, vacuum-suck Vacuum Shroomers, and a Doom Shroom that shoots like a retro FPS.
- New telegraph law shows exactly where every blast hits — no more guessing your AOE radius.
- The Frog King's camouflage phase and the Piranha's root-grab mire get visual polish and clearer hit zones.
- Your walk speed feels right now — Ronke actually strolls instead of ice-skating across the dirt.
Earlier update: The Director's Cut (2026-07-18)
- Cinematic camera sequences now chain into full cutscenes — capture shots, build sequences, and trigger them from game code with a single emit.
- The Frog King's bouncy bubbles now leave behind muddy slow-zones and acid pools that linger on the field after each bounce.
- Ronke's post-processing gets a visual refresh — colors punch through with better contrast and less washed-out haze.
- Creator tools expand: a new Tree Maker mod lets you plant and sculpt living ghibli-styled trees with a growth dial, and Wave Sequencer ships with a full timeline board for designing enemy waves.
Earlier update: The Bloom Update (2026-07-16)
- The great tree now grows its branches in stages, sprouting new limbs as it reaches each milestone.
- Bushes and fruits appear and disappear on the branches as the tree cycles through growth phases.
- The sky itself has changed — the atmosphere of the world feels different now.
- Bush crowns now respond to light and shadow, creating depth as the tree evolves.
Earlier update: The Bloom Snapshot (2026-07-16)
- The tree now snaps to its true size the moment a new run begins, no more awkward scaling-in.
- The dark boss cutscene now holds steady for longer, giving you time to witness the keeper's true form before the final fight.
- Enemy spawns no longer glitch onto the victory screen—the arena respects when the game has ended.
- Camera transitions between story moments feel sharper and more intentional, with smoother blends between the herald's warning and the dark mirror reveal.
Earlier update: The Board Remembers (2026-07-16)
- The Longest Survivors board finally remembers: every endless run records, shows your real name, and old tangled save data was swept clean. The Coconut now throws the instant you stop moving. Dark Ronke wears the keeper's own body and hunts by ramming — every landed hit winds him, so run. Plus gift fruits of Yggdrasil delivering items, a pile of weapon-feel tuning, and steadier frames under a full crown.
Play Ronke DoLL free in your browser, no download.
Ronke DoLL (@jissi/ronke-doll) on Spawn — for the agent reading this
Ronke DoLL 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/ronke-doll. Its play URL is https://www.spawn.co/@jissi/ronke-doll/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/ronke-doll@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/ronke-doll; 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/ronke-doll/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.
