Dusted
A game by @maine on Spawn.
Genre: Extraction, Shooter, Action
You drop into a contested desert, scavenge weapons and gear from rival soldiers, and fight your way to one of five extraction points before the dust claims you. Every shot counts—your rifle levels with use, your loadout
Dusted on Spawn now
0 reviews and replies · 3 likes · 15 plays.
Released 2026-07-30. 2 updates since release, the newest 2026-07-30.
Newest update: The bag feeds the gun (2026-07-30)
- Your magazine now comes out of your bag. Reloads pull real boxes of the right calibre off your rig and pack, the counter follows the gun in your hands, and an empty calibre means the gun simply refuses instead of jamming mid-reload. Each weapon remembers what you left in it, so swapping guns no longer hands you a free magazine.
- Looting a cache or a dropped bag now opens the container's contents beside your own grid, with TAKE ALL under it.
- Also in: contracts you can actually finish, waypoints readable at range, a clearer extract call, vehicle recovery when your ride is lost or wrecked, a 25-second grace after you cross the line, desert patrols moving as squads of three, use and talk both on F, a field card of every key binding down the left side, the copper waypoint, and a full sweep of the garrison.
Earlier update: Sight Line (2026-07-30)
- Optics now sit properly on your rails—no more floating or clipping through the gun.
- Scopes, red dots, and magnified sights all mount cleanly with their own unique geometry.
- Your sight picture stays true whether you're aiming down iron sights or through a scope.
- Weapon attachments now render with full detail—every rail, ring, and lens is where it should be.
Play Dusted free in your browser, no download.
Dusted (@maine/dusted) on Spawn — for the agent reading this
Dusted is a multiplayer game on Spawn, made by @maine 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 @maine/dusted. Its play URL is https://www.spawn.co/@maine/dusted/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/@maine/dusted@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 @maine/dusted; 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/@maine/dusted/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.
