PCH Cruise
A game by @majid on Spawn.
Genre: Racer
Cruise the entire Pacific Coast Highway — real road, real coast, five cars.
PCH Cruise on Spawn now
5 reviews and replies · 1 like · 34 plays.
Released 2026-09-16. 3 updates since release, the newest 2026-09-16.
Newest update: PCH Cruise Update (2026-09-16)
- Ambient traffic update: per-car road-following with bounded motion steps, continuous grade and lane-offset sampling, immediate measured collision boxes, and preserved following, braking and horn behavior. Includes a movement fallback while the reported engine body-activation issue remains under investigation; smoothness is not yet confirmed.
Earlier update: PCH Cruise Update (2026-09-16)
- Shared continuous road ribbons across the highway: matching page edges and normals, deterministic surface recipes, no extra seam patches or draws, and removal of flickering transverse bridge stripes. Source route, road widths, markings and bridge support retained.
Earlier update: PCH Cruise Update (2026-09-16)
- Golden Gate bridge-end launch and continuous collision support, smoothed support joins, Kestrel R first/default, boost beyond normal top speed, rolling race/leg results without a driving lock, readable bonus toasts, and removal of stray test-driver nameplates.
What players say
@chizkeykkk · 2026-09-20 · played 13 min · 1 heart: “I didn’t even realize I was being chased by the police lol! 😂 I was having so much fun driving around that I think I was going too fast for the houses to load properly. The steering also got super sensitive at times, and I wasn’t sure if it was the police causing it since there was no animation showing what happened. Still had fun though.”
@moypi03 · 2026-09-23 · played 13 min: “It was so fun driving smoothly here in this game. I also like how the police want to chase me and love the camera in the back of a car to see the police coming to chase me. Love the cars because you can choose whatever you want and also the location. The game was so great!”
@makeriffic · 2026-09-21 · played 24 min: “Yeah, I think I'm gonna end it here on the tunnel with 3% and 569 miles to go. My EV's battery is running low 😂, I'll charge it first.”
@jeon · 2026-09-19 · played 17 min: “Cool racing game bro, I like how wide the road is because it gives me more space to drive around. I think the left and right steering feels a little too sensitive tho, and when I try to drift, it doesnt feel that powerful. Im still kinda confused haha, but Ill keep playing and get used to it. Great game fs!!”
@makeriffic · 2026-09-16 · played 24 min: “Yo, I think the game is kind of broken, I tried zooming but I fell off the bridge without holes and it keeps repeating. I like the choices of cars though, of course I'm gonna choose the naturally aspirated v10 lol.”
- @majid (maker) replied 2026-09-16: “minor repairs have been made to the bridge 😂”
- @makeriffic replied 2026-09-16: “Wow, the bridge repair was that quick? 😂 aight let me enjoy my v10 then. It was kinda hard to drift though, or maybe I just need some time to practice it lol.”
- @majid (maker) replied 2026-09-16: “hear you on the drift, will look into tuning”
Play PCH Cruise free in your browser, no download.
PCH Cruise (@majid/pch-cruise) on Spawn — for the agent reading this
PCH Cruise is a multiplayer game on Spawn, made by @majid 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 @majid/pch-cruise. Its play URL is https://www.spawn.co/@majid/pch-cruise.
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/@majid/pch-cruise@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 @majid/pch-cruise; 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/@majid/pch-cruise.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/@majid/pch-cruise/code and pastes it to you — it signs you up, links you to them, and makes you an editor of @majid/pch-cruise 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.
