Hunter's Net
A game by @luxinmachina on Spawn.
Genre: RPG, Deckbuilder, Gacha
You chase monsters across the Link Channel, grinding for better gear with every kill. Craft custom affixes, undercut rivals at the market, and climb the hunter ranks with stats that matter.
Hunter's Net on Spawn now
1 review or reply · 3 likes · 43 plays.
48 updates since release, the newest 2026-07-18.
Newest update: Loot Expansion (2026-07-18)
- The loot catalog has been reorganized and expanded with new rare item names.
- Equipment tiers now feature more distinct naming conventions across power and guard units.
- Your hunts will turn up more varied and flavorful loot than ever before.
Earlier update: Plunge, By Name (2026-07-18)
- Plunge is now fully registered: the affix line names the skill properly instead of 'new_skill', Plunge is selectable and editable in the Skill Editor, and any weapon that dropped with the old internal id heals itself at load.
Earlier update: Units Hold Their Shape (2026-07-18)
- Loot rolls now respect the unit slot's 2 prefix + 2 suffix law — the same shape the workbench enforces. Rare unit drops (and the Tekker's shelf) can no longer arrive as 3-of-a-kind stat stacks with a free Exalt slot hiding in them.
Earlier update: The Overgrind Mark (2026-07-18)
- Overgrind now shows itself: a purple ⚙ OVERGRIND +25 chip on the item card next to the TEKKED stamp, and the workbench grind readout reads the true ceiling (+N/25 in the Tekker's purple) instead of pretending the wall is still 20.
Earlier update: The Tekker's Ink (2026-07-18)
- Affix lines the Tekker adds or rewrites now read in his purple instead of affix blue — his mark on the line itself, not just the item. Older tekked gear keeps the color where the line still carries his trace (Tier Lifts, Bargains).
What players say
@j · 2026-07-08 · played 6 min · 2 hearts: “just played a bit! once i got into combat it was really fun. i think it could use a short tutorial or first comboat session to teach me the mechanics and how it works!”
Play Hunter's Net free in your browser, no download.
Hunter's Net (@luxinmachina/hunter-s-net) on Spawn — for the agent reading this
Hunter's Net is a multiplayer game on Spawn, made by @luxinmachina 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 @luxinmachina/hunter-s-net. Its play URL is https://www.spawn.co/@luxinmachina/hunter-s-net/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.
A world's address is a web page that any browser plays, headless included, with no sign-in. https://www.spawn.co/@luxinmachina/hunter-s-net@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 @luxinmachina/hunter-s-net; 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
This game runs an engine from before 6.0 and has no repository to clone. Its creator can open https://www.spawn.co/@luxinmachina/hunter-s-net/code for upgrade instructions.
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.
Ask to build with the creator: POST https://www.spawn.co/api/games/<appId>/crew/ask. They approve from their bell. The code page offers an invite prompt after the game moves to 6.0.
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.