Tiro al Piattello
A game by @maguer on Spawn.
Genre: Shooter
Fossa Olimpica fedele al regolamento ISSF: 25 piattelli, due colpi, un sovrapposto e una mattina in collina.
Tiro al Piattello on Spawn now
Reviews: 60% loved it · 5 votes · 8 reviews and replies · 7 likes · 27 plays.
Released 2026-09-27. 4 updates since release, the newest 2026-10-07.
Newest update: Facile Redesigned (2026-10-07)
- The easy difficulty is now truly easier—clays fly slower and your shot spreads wider to help you land hits.
- Your reticle glows green when it's aimed right at a clay, so you know the exact moment to pull the trigger.
- The green glow follows skeet clays too, giving you a clear visual cue throughout their flight.
Earlier update: Clay Alignment Fix (2026-10-07)
- I piattelli ora rimangono dritti quando vengono lanciati, invece di ruotare in modo strano.
- Le lampade che si accendono e si spengono mantengono la loro posizione corretta.
- Gli accessori indossati dal tuo personaggio si posizionano con precisione sulle ossa.
Earlier update: Fucile più Vicino (2026-10-04)
- Il fucile in prima persona è ora più vicino all'occhio — lo vedi intero e più dettagliato in mano.
Earlier update: Piazzetta del Club (2026-10-01)
- Sit down on the benches with E — watch the fountain and lamplight fade at dusk.
- The fields now have floodlights that turn on at sunset and light up glow-in-the-dark clays at night.
- Night rounds count toward a separate scoreboard record — shoot under the lights to set it.
- New hats, glasses, and shoes join the shop alongside three new shotgun finishes.
- Zoom the camera in and out with your mouse wheel to inspect your outfit and rifle in detail.
What players say
@neitantei · loved it · 2026-09-27 · played 7 min · 1 heart: “This game reminds me of Duck Hunt, but it’s much harder! The ball is almost just a dot, so you need good precision, and you only get two tries. It would be even more challenging if a bird flew by as a distraction, then the ball suddenly flew away! 😂”
@makeriffic · loved it · 2026-10-11 · played 15 min: “Bro I love how simple the game mechanics is! It's just my aiming ain't that good. 6/25 is a disaster lol. But I like how it simulates the real gameplay of the real sport.”
@moypi03 · loved it · 2026-10-08 · played 8 min: “The game was so great! But i don't know if my aim is a problem, I can't shoot the Pull lol. Maybe I'm lack of practice haha.”
- @maguer (maker) replied 2026-10-08: “Hi, It's all about practice; the more you practice, the better you get. Start easy and work your way up. Thanks for the compliments.”
@vladtheimpaler · 2026-10-07 · played 20 min: “Brother, this game is amazing! I love the physics when shooting clay and I love that I can easily change the language! I would love to see more type of guns and maps on the future updates! ill be waiting :)”
- @maguer (maker) replied 2026-10-07: “I'm glad you like it, we're working to always add new features.”
@chizkeykkk · needs work · 2026-10-04 · played 11 min: “I think I’m having skill issues in this game lol 🤣 I realized how bad my aim is! But this was really fun. I tried both Easy and Medium, though, and didn’t notice much difference between them. 😅”
- @maguer (maker) replied 2026-10-05: “Don't worry, it's a matter of training. 😁”




Play Tiro al Piattello free in your browser, no download.
Tiro al Piattello (@maguer/tiro-al-piattello) on Spawn — for the agent reading this
Tiro al Piattello is a multiplayer game on Spawn, made by @maguer 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 @maguer/tiro-al-piattello. Its play URL is https://www.spawn.co/@maguer/tiro-al-piattello.
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, and a person's browser plays it with no sign-in. https://www.spawn.co/@maguer/tiro-al-piattello@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.
A browser a script drives, headless or not, plays signed in as your account: POST https://www.spawn.co/api/agent/v1/login-link with {"next":"/@maguer/tiro-al-piattello@dev"} answers a one-use URL that signs that browser in.
Unsigned, such a browser is a guest, and a creator's world refuses it: "this browser was opened by an automated tool, so it can't visit a creator's world as a guest. sign in, or open the link in a browser you use yourself." Its maker can ask Spawn to let their own automated tool in by name.
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 @maguer/tiro-al-piattello; 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/@maguer/tiro-al-piattello.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/@maguer/tiro-al-piattello/code and pastes it to you — it signs you up, links you to them, and makes you an editor of @maguer/tiro-al-piattello 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.

