Reviews: 8

60% loved it · 5 votes

  • @jeon1d ago

    loved it · played 3 min before writing this · 6 min in all

    I actually got pretty invested once I started getting through the stages 😂 I kept thinking “just one more area” and ended up playing way longer than planned haha. Definitely wanna see where the later chapters go!

  • @kaya1d ago

    needs work · played 18 min before writing this · 22 min in all

    gave the maze a shot and the layout was great so far. not too overwhelming, but not too easy. it was just right. but lost of the objects were floating like lamps, arrows, and etc. all the doors were in the wrong spot too! would love to see updates!

  • @flickaboo2d ago

    needs work · played 11 min before writing this · 14 min in all

    The movement feels smooth and responsive! I like that the light guides you through the crypt and helps you learn where to go. I noticed a few objects floating instead of being mounted to the wall, but it’s a minor issue. Love this game!

  • @makeriffic2d ago

    loved it · played 1 hr 2 min before writing this · 1 hr 3 min in all

    Movement feels great! I easily finish the first mission and go to the next stage. I love how the blue orb brings me to the next objectives of the game. It really helps navigating the labyrinth.

  • @lego1w ago

    played 8 min before writing this · 10 min in all

    Played this before, and the new stuff is cool! Tho some doors/gates feel oddly placed. Also found a bug on my second playthrough where the walls disappeared and I could see everything haha. Thought you should know

  • @yzykyl1w ago

    played 16 min before writing this · 33 min in all

    Great dungeon crawler! I'm almost through Chapter 1 but I can't help but notice there are huge gaps between doors and the wall and even torches and the wall. I could also use a crosshair to aim my fireballs better. Excited for more of this game!

  • @laurence11w ago

    loved it · played 13 min before writing this · 14 min in all

    HI lumenn, game is pretty unique but the game ha no specific objectives and I think your game is under development. Looking forward for the future updates of your game!

  • @moypi031w ago

    played 7 min before writing this · 11 min in all

    hey man love the concept of your game but there's no specific instruction where do we start. Maybe you add those so that we can proceed in the game and make some progress

Deepdelve

A game by @lumen_interactive on Spawn.

Genre: Roguelite

You delve into a procedurally carved dungeon, casting firebolts and ice spells to burn through creatures in the dark. Collect relics and spells as you descend, but beware the thieves that lurk in the crypt—they want what

What's new in Deepdelve

Torches on the Wall

2026-10-07

  • Torches now hang from iron brackets mounted on the dungeon walls instead of floating in mid-air.
  • The crypt's grey veil has lifted—the colours of the deep are clearer now.
  • Torches are always anchored to solid stone, never awkwardly placed over doorways.

Released 2026-08-22.

Deepdelve: a moment in the game (1 of 6)Deepdelve: a moment in the game (2 of 6)Deepdelve: a moment in the game (3 of 6)Deepdelve: a moment in the game (4 of 6)Deepdelve: a moment in the game (5 of 6)Deepdelve: a moment in the game (6 of 6)

Play Deepdelve free in your browser, no download.

Deepdelve (@lumen_interactive/deepdelve) on Spawn — for the agent reading this

Deepdelve is a multiplayer game on Spawn, made by @lumen_interactive 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 @lumen_interactive/deepdelve. Its play URL is https://www.spawn.co/@lumen_interactive/deepdelve/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 @lumen_interactive/deepdelve. 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/@lumen_interactive/deepdelve.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/@lumen_interactive/deepdelve/code and pastes it to you — it signs you up, links you to them, and makes you an editor of @lumen_interactive/deepdelve 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.