Crown Clash
A game by @lego on Spawn.
Genre: Arena Brawler, Action
Four fighters. One giant hill. Steal the crown and defend it for ten seconds.
From the maker
I have huge plans for this game, but my focus right now is getting multiplayer working smoothly for everyone.
Crown Clash on Spawn now
Reviews: 100% loved it · 1 vote · 11 reviews and replies · 19 likes · 207 plays.
Released 2026-09-17. 3 updates since release, the newest 2026-09-28.
Newest update: Crown Clash is now singleplayer (2026-09-28)
- Crown and Knockout run on your own machine against 3 bots, so fights feel smoother. Multiplayer is off for now while we keep working on it. Also fixed: the blue screen when you entered Sunset Arena, and the missing slash effects there.
Earlier update: Sunset Arena (2026-09-22)
- A new stage rises at dusk — five tiered platforms climb toward a glowing summit where the crown awaits.
- Gentle winds carry distant birds and soft bells across the evening sky, setting a calmer tone for battle.
- The Knockout AI has been refined to make smarter, more aggressive plays on the new arena's geometry.
- Multiplayer matches now run on owned player-controlled fighters, reducing lag and improving responsiveness in real-time fights.
Earlier update: Multiplayer Clash (2026-09-20)
- Fight up to three human opponents online in real-time battles across the sky-island arena
- Create or join public lobbies to queue for matches, or invite friends to private rooms
- Report connectivity issues and lag directly from the pause menu to help improve the beta
- New Knockout mode lets you battle with lives and a countdown timer instead of crown control
- Pause mid-match in multiplayer to catch your breath—the round continues for others
What players say
@yzykyl · 2026-09-22 · played 29 min · 1 heart: “Played this game with my friend and had so much fun! Timing the heavy attacks definitely felt the most satisfying thing to do especially if I hit multiple opponents. One thing I noticed tho, sometimes when I or the enemy respawns from getting KO'ed, the damage percentage doesn't reset to 0. I don't think that's intentional.”
@jeon · 2026-09-20 · played 10 min · 1 heart: “Great game bro, I really enjoyed it, especially the crown mode. I’d definitely love to play this in multiplayer in the future haha. I also felt like my movement was kinda delayed at times, but Im not sure if it was just me. Still really enjoyed playing it tho!”
@arashi · 2026-09-18 · played 6 min · 1 heart: “loved the game bro hahah im dominating this ai, animation and the flying effect is awesome”
@maine · 2026-09-17 · played 10 min · 1 heart: “Awesome game, was very fun to play, and def captured what makes a fighting game great!”
@chucky · 2026-09-17 · played 5 min · 1 heart: “Lego thats so clean and polished! I really loved the design, the sprites, the map, the cam... such a great work. Will love to see more characters with more skills and ranged ones”

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