Pressurized

A game by @majid on Spawn.

Genre: Arena Brawler, Action, Shooter

Descend 2400 meters to claim the reactor core in high-pressure team combat. Feel the weight of the abyss as you fight through bioluminescent vents and crushing darkness.

Pressurized on Spawn now

24 reviews and replies · 14 likes · 263 plays.

28 updates since release, the newest 2026-09-30.

Newest update: Stable Dive (2026-09-30)
  • Divers can now fire the moment they join a match instead of crashing mid-reload.
  • A trailer camera rig films live combat from inside the arena, tracking the fiercest fights—players never see it, only spectators watching the film feed.
Earlier update: Visible Tracers (2026-09-26)
  • Your shots now show the instant you fire — flash, tracers, sparks and plasma splash — and every other player sees each tracer straight away.
Earlier update: Pressurized Update (2026-09-24)
  • Bots now think as a crew: every few seconds each team's commander picks a stance, a lane to push and a role for every diver, reading the score, the cores and where you've been hitting them. They remember what worked.
Earlier update: Pressurized Update (2026-09-17)
  • Reconnected capture scoring across script reloads and retries without resetting matches or player progress. Confirmed capture counters in the creator's Implosion round and added five-map/two-mode scoring-listener regression coverage. A separate fresh-game scoring failure remains under investigation with the engine team; this release does not claim complete multiplayer acceptance.
Earlier update: Pressurized Update (2026-09-15)
  • Fixed stale JOIN GAME listings: recent occupied check-ins expire after 40 seconds, join buttons revalidate room availability, and slow replies or cancelled checks cannot authorize stale transfers. Improved directory publisher handoff and reconnect safety without resetting matches or player saves. 405 source/SQLite regression checks pass; native multiplayer reconnect acceptance remains outstanding.
What players say
  • @sunraku · 2026-09-18 · played 2 hrs 9 min · 1 heart: “Hey bro majid! Played this again and y'know what I have a suggestion but its up to you if you will do it hehe. My game crownline I put some voice effect on the killstreak and I think your game deserves that too. It will be much more cooler and good to play. Imagine playing this while headphone is on. It was so satisfying to hear the killstreak voice when killing enemies hehe”

    • @majid (maker) replied 2026-09-18: “hey I like that idea! will look into adding it”
  • @laurence1 · 2026-09-15 · played 27 min · 1 heart: “Re-tested Pressurized and the new underwater gunfire VFX update is awesome! The spiraling bubble trails and cavitation wakes give automatic rifles such great visual weight underwater. The core capture failure loop is as addicting as ever fast respawns make jumping right back into the fight super satisfying. I had fun overall!”

    • @majid (maker) replied 2026-09-15: “appreciate it! 🙏”
  • @makeriffic · 2026-09-14 · played 1 hr 38 min · 1 heart: “Yo, I love the new update. I can now see an indicator of where the core is. I had a really butt-clenching and clutch round 3-2. It is also nice adding the mechanic of needing your core to be on the base to successfully capture I think it's a nice touch, keep the updates coming!”

    • @majid (maker) replied 2026-09-14: “appreciate it 🙏”
    • @makeriffic replied 2026-09-14: “The second map is bugged tho, the time just froze to 07:52 and no kills were being recorded. I am at 42 kills and the game still hasn't finished.”
  • @jeon · 2026-09-14 · played 14 min · 1 heart: “It keeps getting better bro every time I play it haha. But why is the crouch on C? I feel like it should be on Ctrl instead. I love the shotgun gameplay tho, especially shooting while moving. It feels like im playing Call of Duty haha!”

    • @majid (maker) replied 2026-09-14: “thx! ctrl to crouch added”
  • @lego · 2026-09-13 · played 39 min · 1 heart: “Hey, I think your game's bugged. I clicked Deploy, but there are no enemies or allies in my match, and the timer is stuck too. Might have something to do with your recent update affecting it.”

    • @majid (maker) replied 2026-09-13: “Can you try now”
    • @lego replied 2026-09-13: “It's working properly in the Secure the Core match, but Team Deathmatch still isn't working. When I start a Team Deathmatch, there are no enemies or allies, and the timer gets stuck at 5 seconds.”
    • @majid (maker) replied 2026-09-14: “k pushed one more fix hopefully its good now”
Pressurized: a moment in the game (1 of 3)Pressurized: a moment in the game (2 of 3)Pressurized: a moment in the game (3 of 3)

Play Pressurized free in your browser, no download.

Pressurized (@majid/pressurized) on Spawn — for the agent reading this

Pressurized 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/pressurized. Its play URL is https://www.spawn.co/@majid/pressurized.

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/pressurized@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/pressurized; 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/pressurized.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/pressurized/code and pastes it to you — it signs you up, links you to them, and makes you an editor of @majid/pressurized 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.