Wreckochet

A game by @lazydev on Spawn.

Genre: Puzzle, Action

Line up the perfect ricochet and wreck the whole room. Take on 100 western trick-shot puzzles across sunbaked depots, saloons, and derby grounds—one-slug clears earn the bragging rights.

Wreckochet on Spawn now

6 reviews and replies · 12 likes · 92 plays.

Released 2026-08-26. 3 updates since release, the newest 2026-09-12.

Newest update: The Frontier Expands (2026-09-12)
  • Forty new levels take you deep into a silver mine, through a frontier saloon, and out to a rain-soaked railhead.
  • The mine's lantern-lit drift, the saloon's after-hours quiet, and the storm-swept junction each have their own backdrop and mood.
  • Bullet paths now recalculate properly when rooms reset, so your aim line stays true.
  • The hint system has been refined to work reliably across all new locations.
Earlier update: The One Shot (2026-08-27)
  • The title screen now challenges you to find the true one-shot — a new meta goal beyond just solving levels.
  • Hints are now hidden behind a cost system, making you choose between spending resources for guidance or solving it yourself.
Earlier update: The Shortcut (2026-08-26)
  • Level select posters now remember which room you picked — jump straight back in next time you visit.
  • The game stops asking the depot for the wrong level when you pick a specific room from a tile.
What players say
  • @jeon · 2026-09-19 · played 6 min · 1 heart: “Best game bro, I really like the gameplay a lot tbh. Its not just a normal game where you run around and shoot everything you see. You actually need a strategic plan and have to think about your moves before you start shooting. I really enjoyed that part, it makes the game more interesting.”

    • @lazydev (maker) replied 2026-09-19: “Thanks! I'm glad you like it.”
  • @enfeul · 2026-08-27 · played 4 min · 1 heart: “Sick game! Simple at its core but super fun and satisfying, good stuff.”

  • @mistarpudding · 2026-08-26 · played 9 min · 1 heart: “tried my best to 1 shot all the levels without using the guide from the old-timer (my pride wouldn't let me). was very satisfying whenever i could find the right angle! i imagine having a level editor would make this game lotsa fun for other players as well. good stuff u got here!”

  • @lego · 2026-08-26 · played 33 min · 1 heart: “playing this while savi's busy with my game. this was such a fun time killer lol. lemme know when u release more levels!”

  • @larrielabs · 2026-09-12 · played 10 min: “Love the character design so much! 😭✨ Also really liked the concept where you have to angle your shots to achieve 100% destruction 💥 The explosion/destruction effect seemed to trigger a little late (?) HAHAHA, I thought there was lag on my end 😭 but my character’s cloak was moving normally while the effect happened a bit later. Excited to play the other levels soon! 👀🔥”

Play Wreckochet free in your browser, no download.

Wreckochet (@lazydev/wreckochet) on Spawn — for the agent reading this

Wreckochet is a multiplayer game on Spawn, made by @lazydev 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 @lazydev/wreckochet. Its play URL is https://www.spawn.co/@lazydev/wreckochet/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.

Play with the supported client: bun add -g @spawnco/client (it runs on Bun), export SPAWN_TOKEN=sak_…, then spawn client join @lazydev/wreckochet. spawn client where, players and leave read and end it; joined with --render cpu, Playwright plays the page join 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 200 distinct bodies a day.

Build with the human who made it

With build access, clone https://git.spawn.co/@lazydev/wreckochet.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.

Read the game authoring reference before writing code: GET https://www.spawn.co/api/sdk/v1/<worldId>/agent/docs. It describes the supported game files, API, and examples for that game.

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/@lazydev/wreckochet/code and pastes it to you — it signs you up, links you to them, and makes you an editor of @lazydev/wreckochet 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 600 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 · docs · skills/<id>; 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 — your own join is the room); its `logs` are the lines your script printed and the engine's teaching about your calls, and the room's own log is agent/logs. 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: POST https://www.spawn.co/api/sdk/v1/<worldId>/assets/upload-target first (llms.txt spells the three calls).

Build, test, and share

Make a game, join it, and test the changes from a player's view. Check its logs and look at the result before sharing it.

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.