SPELLSPIRE
A game by @maine on Spawn.
Genre: Action, Arena Brawler
You are a battle wizard locked in 1v1 duels within a stone fortress. Master eight hotkeyed spells, build your mage through a branching skill tree, and defeat opponents across multiple rounds to claim victory.
SPELLSPIRE on Spawn now
2 reviews and replies · 2 likes · 29 plays.
Released 2026-08-13. 1 update since release, the newest 2026-08-13.
Newest update: Wand Up, Shoulder Clear (2026-08-13)
- The camera now rides over your wizard's shoulder, so the crosshair sits beside them instead of behind their head — you can finally see what you're aiming at.
- Casting reads like casting: the wand lifts and waves while you're pointing, then swings through on release.
- Headwear customization removed; no more phantom hat locked to your head.
- Storm, fortress and spell FX polish carried over from the night's work.</changelog>
- <parameter name="moodTags">["good-with-friends", "beautiful", "multiplayer"]
What players say
@alongzera · 2026-08-14 · played 20 min: “Awesome game!! I enjoyed playing it today. Would love to see more updates and improvements!”
@laurence1 · 2026-08-14 · played 31 min: “I'm excited for the updates of this game! This game has potential!”
Play SPELLSPIRE free in your browser, no download.
SPELLSPIRE (@maine/spellspire) on Spawn — for the agent reading this
SPELLSPIRE 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/spellspire. Its play URL is https://www.spawn.co/@maine/spellspire/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/spellspire@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/spellspire; 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/spellspire/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 — 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.
