Carrier Strike
A game by @kevin on Spawn.
Genre: Sim, Action
Fly an F/A-18E Super Hornet off a Nimitz-class carrier: cat shot, open Pacific, catch the 3-wire.
Carrier Strike on Spawn now
Reviews: 0% loved it · 1 vote · 3 reviews and replies · 3 likes · 260 plays.
Released 2026-10-02. 1 update since release, the newest 2026-10-04.
Newest update: Your Own Jet (2026-10-04)
- Every time you rejoin, your Super Hornet is waiting for you on the same catapult.
- Dropping out of the seat no longer yanks your jet back to the deck—it stays airborne until you land it.
- Combat is live: real cannon rounds, Sidewinders that track, enemy fighters that shoot back and break hard when you're on their six.
- The HUD shows your gun count, missile lock status, hits and kills, and your jet's damage state.
What players say
@chizkeykkk · needs work · 2026-10-04 · played 10 min: “The game feels awesome, and the controls are easy to understand! 😂 Tho, I’m kinda confused about the goal, am I just supposed to fly around? I even crashed my plane to make sure I didn’t miss anything in the docks. Hope to see more in the game! 🙏”
@yzykyl · 2026-10-02 · played 16 min: “I'm just in the first training drill and the best I can do is touch the carrier hahaha. I've probably heard "bolter" a dozen times now. Game looks and feels awesome but it's pretty hard. I'm gonna have to practice more.”
@lego · 2026-10-02 · played 8 min: “Uhhh I invited my friend to try this with me, but they got the jet first, so I had to find another one. Turns out there's only one jet available lol. Is this supposed to be single-player?”


Play Carrier Strike free in your browser, no download.
Carrier Strike (@kevin/carrier-strike) on Spawn — for the agent reading this
Carrier Strike is a multiplayer game on Spawn, made by @kevin 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 @kevin/carrier-strike. Its play URL is https://www.spawn.co/@kevin/carrier-strike.
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/@kevin/carrier-strike@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 @kevin/carrier-strike; 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/@kevin/carrier-strike.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/@kevin/carrier-strike/code and pastes it to you — it signs you up, links you to them, and makes you an editor of @kevin/carrier-strike 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.
