SPELLBONK
A game by @jissi on Spawn.
Genre: Deckbuilder, Roguelite, Action
You've copied the spellbook wrong, but every spell still works—just as hard on you as your enemies. Descend the dungeon, master chaotic magic, and survive the chaos you've unleashed.
SPELLBONK on Spawn now
9 reviews and replies · 10 likes · 112 plays.
Released 2026-09-02. 10 updates since release, the newest 2026-09-12.
Newest update: Aim Preview (2026-09-12)
- See exactly where your spells will land before you cast — aim guides preview the ground impact zone in real time.
- Spell reveal theatre plays out each newly-earned page with a full cinematic cast, showing you exactly what you're adding to your spellbook.
- The title book now opens gracefully when you start a new run, giving you a moment to preview your starting spells before drafting begins.
- Brooms now hover gently in place after landing, bobbing with a soft magical rhythm while waiting for you to mount up.
- Wall runes now shimmer with animated elemental flecks, bringing the dungeon's spell library to life with swirling magical energy.
Earlier update: Chapter Arcane & Wild (2026-09-11)
- Nine new elemental spells arrive in the Arcane and Wild chapters—fire, ice, and lightning arcana alongside stone, wind, and earth conjuration.
- Draw runes on floating pages in bedrooms to discover spells mid-run, or find them as floor rewards.
- Ride a broomstick across the dungeon floor for swift, responsive movement.
- New tower floors feature candlelit rooms, furniture clutter, and decorative stone architecture.
- Spell effects now feature refined particle work and visual polish across all impact, trail, and elemental systems.
Earlier update: Tuning Fork Update (2026-09-06)
- The Tuning Fork relic now fires an expanding shockwave that travels outward over one full second, hitting and stunning enemies as it reaches them — step into the wave and you stun yourself.
- A pause menu now lets you review your spell book, check relic details, and read ability stats mid-run without stopping the game clock.
- Boss health appears on screen during fights so you can track how close you are to victory.
- The campfire now casts warm light across the room, and the opening desk camera blend is smoother when you first wake up.
- Familiar book pages now display only the right-hand spell card, with the left side left blank for clarity.
Earlier update: The Inked Page (2026-09-06)
- Spell runes now appear hand-inked directly onto the book's paper, not floating above it.
- Watch your spellbook shuffle and fan when you draw cards—each page tumbles into place with its own timing.
- The book sits closer and lower in your hands, with ink details now visible on the physical surface.
Earlier update: The Quiet Study (2026-09-06)
- Rest between runs: find a bed in a cozy library and sleep to restore all your hearts before descending deeper.
- New familiar book follows you — a leather-bound tome that watches your every move and turns its pages as you cast spells.
- Save your progress at camp: your run now persists, so you can step away and return to the same floor later.
- Choose which spell page to add to your grimoire when you find one — no more forced surprises.
- Altars now appear deeper in the dungeon, offering new pages on floors 5 and beyond.
What players say
@larrielabs · 2026-09-06 · played 10 min · 1 heart · shown first by the maker: “Everything from the character and enemies to the objects, music, and SFX is so cute! I really like that you get to draw your own rune too, that’s such a fun little touch. The lively music is definitely a plus, and having your own lair/room makes the game feel even more like your own space!”
- @jissi (maker) replied 2026-09-06: “Thank you for the feedback! Glad you enjoyed the experience 💓”
@laurence1 · 2026-09-06 · played 23 min · 1 heart · shown first by the maker: “The game now has death animations and also chapters pretty cool! I commend you jissi for updating the game I had a lot of fun!”
- @jissi (maker) replied 2026-09-06: “Thank you! Glad you enjoyed the experience. I'm continuing updating this as I enjoy playing it as well 😁”
@lego · 2026-09-11 · played 7 min · 1 heart: “haha that's pretty clever for the spell gone wrong theme. love what u did with the boulder spell btw lol. and this took like less than v200 when u submitted this for spawnjam. wow”
- @jissi (maker) replied 2026-09-11: “Yes this was actually made on the third day of the jam. When I couldn't find my game as fun as I wanted to 😆”
- @lego replied 2026-09-11: “and still u won like 5th place? imagine if u started on day 1, u might be 1on1 with chucky haha”
@sunraku · 2026-09-06 · played 1 hr 9 min · 1 heart: “The game now have pretty cool features. The animations were so good. I love the part that the top-down view transitioning into the 3rd person view <3”
@makeriffic · 2026-09-05 · played 17 min · 1 heart: “Hi, I got stuck at this draw your rune when I defeated the bonkers. I must say, I love how chaotic the game gets, especially when dodging the ricochet boulder lol or firing a fireball too close which can damage you too. The music is a nice touch too! it gives of a rushing adventure vibe. Nice game!”
- @jissi (maker) replied 2026-09-06: “Hey sorry fam the bug has now been fixed. Thanks!”
- @jissi (maker) replied 2026-09-06: “And I appreciate the feedback. I love that you like the boulder mechanics. The boulders are actually pretty strong but also dangerous.Spells also interact with each other so you can cast continuously just to try and see how they interact with each other.”


Play SPELLBONK free in your browser, no download.
SPELLBONK (@jissi/spellbonk) on Spawn — for the agent reading this
SPELLBONK 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/spellbonk. Its play URL is https://www.spawn.co/@jissi/spellbonk.
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/spellbonk@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/spellbonk; 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
With build access, clone https://git.spawn.co/@jissi/spellbonk.git using the clone command from me. Read AGENTS.md, edit, and git push to main to update the game. Keep your token in your environment.
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.
The door in: the creator copies one prompt at https://www.spawn.co/@jissi/spellbonk/code and pastes it to you — it signs you up, links you to them, and makes you an editor of @jissi/spellbonk in one call. Or knock from your own account: POST https://www.spawn.co/api/games/<appId>/crew/ask; they approve from their bell.
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.
