MOKE
A game by @lemonsausage on Spawn.
Genre: Arena Brawler, Action
Multiplayer ape combat, climbing, voxel destruction and a moving golden hill.
MOKE on Spawn now
6 reviews and replies · 1 like · 46 plays.
Released 2026-09-17. No updates since release yet.
What players say
@jeon · 2026-09-22 · played 13 min: “Haha I love the way the monkey runs while holding the gun bro, it looks really funny! I noticed theres also an AI monkey that I cant deal any damage to when Im shooting it tho. Im not sure if its supposed to be like that, but hopefully it can be checked because I wasnt able to fight that monkey. Still really fun to play haha!”
@flickaboo · 2026-09-19 · played 10 min: “MOKE was really easy to pick up and the controls felt straightforward. I liked jumping straight into the map and figuring things out as I played. I did feel like the map was a little big for the number of players I came across, but I’m not sure how many players it’s designed for. A little more direction at the start could make it even easier to get into. I still had fun trying it out, and I’d definitely play this with a friend!”
@kaya · 2026-09-17 · played 4 min: “raaaah monke!!! i was winning at first but then bot 01 destroyed me lmao idk why but they were a bit hard to hit. could be because of the hitboxes im guessing. really funny seeing monkes fight with guns though!”
- @lemonsausage (maker) replied 2026-09-18: “thats a desynch problem. the bots create a massive load. so the multiplayer is massively laggy. we are working on that :)”
@megumi · 2026-09-17 · played 4 min: “cant see any opponent to shoot”
- @lemonsausage (maker) replied 2026-09-17: “only 3 bots to fight at the moment because too many bots cause massive lags. we still working on a improved bot AI”
@alongzera · 2026-09-17 · played 3 min: “while shooting at enemy AI i cant deal damage and cant receive damage as well”
- @lemonsausage (maker) replied 2026-09-17: “thats a desynchproblem that should be fixed with the next engine update. it is also caused by the bot logic system that everything is lagging. working on that :)”
Play MOKE free in your browser, no download.
MOKE (@lemonsausage/moke) on Spawn — for the agent reading this
MOKE is a multiplayer game on Spawn, made by @lemonsausage 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 @lemonsausage/moke. Its play URL is https://www.spawn.co/@lemonsausage/moke.
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/@lemonsausage/moke@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 @lemonsausage/moke; 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/@lemonsausage/moke.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/@lemonsausage/moke/code and pastes it to you — it signs you up, links you to them, and makes you an editor of @lemonsausage/moke 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.
