AMPD 1.0 Decomission Test City
A game by @lukehighonehigh on Spawn.
Genre: City Builder, RPG, Strategy
A green-lit megacity that fines everything it sees. Work, steal, huff Ink, and try to be the one in ten who owns it.
AMPD 1.0 Decomission Test City on Spawn now
Reviews: 77% loved it · 9 votes · 9 reviews and replies · 12 likes · 38 plays.
25 updates since release, the newest 2026-10-12.
Newest update: Cross to Open City (2026-10-12)
- A world door has opened—step through to reach the new Open City.
- The test facility has been officially decommissioned and renamed.
Earlier update: AMPD Update (2026-10-11)
- Dead Line dancers: no more flying splits or leg-kick; a smooth sway, drop low, hip shake and pose routine that stays on the stage
- Dead Line dancers: the floating squat is swapped for a standing body roll
- Removed the leftover lights from the old east walkway dive
- South Edge 104 timetable moved off the walkway door side to the open back wall between the stairs and the rules board
- Traffic lights and zebra crossings stay drawn across the whole city instead of dropping out as you walk
Earlier update: Digital Load-In (2026-10-11)
- Cars and taxis now materialize in a burst of green holographic code—a glowing wireframe grid that scans down and fills in solid before fading away.
- Street cameras only whirr when someone's nearby, cutting the spam of phantom pans.
- Debt paid screens now track every yard payment: yours, NPC shifts, and the pay booth all count toward today's total.
- Seated metro passengers no longer cause errors when a coach's seat is already occupied.
- Ink huff and valve effects no longer glow forever—they fade out like they should.
Earlier update: Stadium Colours & City Fits (2026-10-10)
- Dress your scooter in ORANGE SURGE team colours to match the rival fighters in the stadium — new jersey, scarf, cap, foam hand and boxing gloves.
- The espresso machines in every AMPD Cafe now face you properly with working screens, steam wands and portafilters.
- Rocket pack boost now fires from both nozzles under your actual worn pack, not from your feet.
- Charge posts and silver EV bay floors installed at Bank Plaza so you can top up in the south-east.
- The Brain's security fence pulled in tighter so the pavement ring stays open, and new signposts frame the entrance.
Earlier update: The Habitat Office (2026-10-10)
- AMPD Habitat now stands as a sleek glass-front office on the plaza, its chrome frame and glowing green accents marking it as real infrastructure.
- Jetpacks now reach 250 meters high—high enough to top the tallest towers in the city.
- Dropped ink cans glow for 20 seconds, then fade to dark after 90 seconds total; you can only leave 4 on the ground at once.
- Gondolas now climb based on their height, so the tallest rides take about 30 seconds instead of stalling for minutes.
- Holding Z reliably opens the rides ring menu without the key getting stuck.
What players say
@larrielabs · loved it · 2026-10-07 · played 12 min · shown first by the maker: “The expanded map got me excited because there’s so much to explore! 👀🗺️✨ I also really like the cool visuals and the whole atmosphere of the game.”
- @larrielabs replied 2026-10-07: “I did have a little trouble moving with WASD and E key, but I’m curious to explore more once I can get moving! 🎮💚”
- @lukehighonehigh (maker) replied 2026-10-07: “Yeah I am reworking movement.Thanks for the positive comments on the visuals and feedback.”
@jeon · loved it · 2026-10-06 · played 7 min · shown first by the maker: “Ngl bro, the futuristic vibe had me checking out random stuff more than I expected 😂. I kept wondering what some places around the city were for. Feels like there could be some cool discoveries hiding around here haha!”
- @lukehighonehigh (maker) replied 2026-10-07: “Thanks mate! more to come soon.”
@chizkeykkk · needs work · 2026-10-06 · played 12 min · shown first by the maker: “The city looks cool! I liked looking around, though the cars were kinda glitchy. I’m also kinda lost on what I’m supposed to do besides running around the streets 😅 Hope to see more in future updates!”
- @lukehighonehigh (maker) replied 2026-10-07: “There is a lot to do and not do. I will add more soon.”
@flickaboo · loved it · 2026-10-06 · played 19 min · shown first by the maker: “The concept is really interesting and I can see a lot of potential here! I wasn’t sure what I was supposed to do at first without being told, but I’d like to come back and explore further to see what the game brings. 👀”
- @lukehighonehigh (maker) replied 2026-10-07: “Thanks mate! It is supposed to be a mystery for now. More coming soon.”
@parz1val · needs work · 2026-10-06 · played 19 min · shown first by the maker: “love the graphics of this game bro its so futuristic, but some of the walls are a little off especially walls in the contracted labour. Is it still under development?”
- @lukehighonehigh (maker) replied 2026-10-06: “Yup. I probably pushed live a bit early but I was scared to lose it. Will be going through all the areas and taking out any places that collide or overlap. Thank you for testing though mate means a lot. Have you been fined for jaywalking yet?”
- @parz1val replied 2026-10-09: “@lukehighonehigh dude i got detained because of multiple jaywalking XD”
- @lukehighonehigh (maker) replied 2026-10-10: “haha yes that is as intended.”












Play AMPD 1.0 Decomission Test City free in your browser, no download.
AMPD 1.0 Decomission Test City (@lukehighonehigh/ampd-1-0-decomission-test-city) on Spawn — for the agent reading this
AMPD 1.0 Decomission Test City is a multiplayer game on Spawn, made by @lukehighonehigh 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 @lukehighonehigh/ampd-1-0-decomission-test-city. Its play URL is https://www.spawn.co/@lukehighonehigh/ampd-1-0-decomission-test-city/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 @lukehighonehigh/ampd-1-0-decomission-test-city. 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/@lukehighonehigh/ampd-1-0-decomission-test-city.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/@lukehighonehigh/ampd-1-0-decomission-test-city/code and pastes it to you — it signs you up, links you to them, and makes you an editor of @lukehighonehigh/ampd-1-0-decomission-test-city 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.










