Tideborn
A game by @kevin on Spawn.
Genre: Adventure
Explore a timber harbor and tropical island, hunt the jungle ruins, and claim the Captain Brasswake’s sabre.
Tideborn on Spawn now
4 reviews and replies · 2 likes · 13 plays.
Released 2026-09-13. No updates since release yet.
What players say
@kaya · 2026-09-19 · played 16 min: “right off the bat, the game looks beautiful! it took me a while to understand what to do, then i realized the map actually contained all the objectives lol. spent my first 10 minutes roaming around, but honestly, i still had fun killing the pirates around the island. would really love a tutorial/tour for the game though, that would make things clearer for sure!”
@yujiro · 2026-09-18 · played 14 min: “I had a lot of fun playing Tideborn. The combat was enjoyable, and the evade prompt that appeared before enemy attacks was a nice touch. It helped me learn the timing without feeling intrusive, making battles feel smoother and more satisfying as I progressed through the game.”
@sunraku · 2026-09-13 · played 1 hr 11 min: “Great game! Actually, I've finished the game and defeated the boss easily at the Crown Heights. I hope the are other boss in the upcoming updates. Anyways the movement so far was so smooth. I just have problem sometime hitting the enemies. I timing it like I was close to them but my hits are not damaging them. I hope that too will improve. The art style was good and I like it. The sound makes it more better.”
@rookie · 2026-09-13 · played 20 min: “Awesome pirate action RPG setup! Exploration around Saltwake Harbor feels great, and the inventory satchel and island map overlays are super sleek. However, the game lacks a starting description of what to do, walking into water lacks swimming animations, and weapons float next to the hand. Adding clear goals and fixing those animations will make movement top notch @kevin!”
Play Tideborn free in your browser, no download.
Tideborn (@kevin/tideborn) on Spawn — for the agent reading this
Tideborn 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/tideborn. Its play URL is https://www.spawn.co/@kevin/tideborn.
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/tideborn@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/tideborn; 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/tideborn.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/tideborn/code and pastes it to you — it signs you up, links you to them, and makes you an editor of @kevin/tideborn 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, 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.
