Broodfall
A game by @medivhus on Spawn.
Genre: Strategy, Action
Command a hive of alien strains across a doomed human settlement. Evolve your brood mid-raid, unlock mutations, and watch your swarm tear through defenders and structures as the devastation mounts.
Broodfall on Spawn now
5 reviews and replies · 4 likes · 39 plays.
Released 2026-08-27. 5 updates since release, the newest 2026-09-01.
Newest update: Smooth Descent (2026-09-01)
- The raid runs smooth now, even with the whole brood on the field.
- The swarm only pays for what you can see. Beasts outside your view hold still and cost nothing; the ones on screen are graded by how big they actually read, so a horde of distant specks no longer costs the same as a beast at your feet. Panning over a full colony is steady where it used to stutter.
- Every other lane of the sim — civilians, garrison, gore, debris, the referee — was cut to a fraction of what it was costing per tick.
- Drop pods deliver instantly again. A summoned brood arrives in its own skin, no more placeholder body swapping out a second later.
- Devastation now reads true. A colony wiped to the dirt scores as wiped, and the after-action ledger agrees with the bar.
- Blood, slime and scorch marks are budgeted at the moment they're stamped instead of being minted and swept away, so the marks you leave actually stay.
Earlier update: They Know You Are Coming (2026-08-29)
- Everything since the jam build. Saves have been cleared — every overseer starts from an empty sector.
- *They know you are coming.** Raze sites and the humanity readout climbs. Four levels above UNAWARE, and each one puts more men on the ground at every colony still standing — garrison, reinforcements and civilians together. The rung is locked in when you commit a target, so what you scouted is what you land on.
- *The colony is a real place now.** Each site raises its own settlement for its tier — village fields through a metropolis spine — with street grids, plazas and a layout that rolls per world. Buildings have insides: floors, columns, partitions, fittings, roof decks. They come apart in stages instead of shedding a roof and leaving four walls.
- *The defenders hold the town.** They post at doorways, yards, street corners, gate mouths and rooftops instead of lining up on the dirt outside. Masts, pads and pylons keep calling reinforcements down for as long as they stand — no hard cap, ever. Push too many bodies onto the field and the doorways just slow; eat one and they answer again.
- *The brood moves like animals.** Sculpted, boned bodies with their own walk, idle and attack. No more spinning in place mid-approach, no more running on the spot while standing still, and they hit walls now instead of strolling through them.
- *Pods are a weapon.** They crater what they land on, splash the ground around them, and slide off the big towers instead of perching on a roof.
- *The world reads.** New ground with wear paths, drift, gravel and hardpan instead of one tiled pebble; repainted buildings and vehicles that no longer read as black holes from above; a new colour grade with fires that bloom.
- *Hundreds of colonists on one crowd brain** — a metropolis panics fluidly instead of grinding the frame.
Earlier update: Hold The Line (2026-08-27)
- Panning while you spin the view no longer stalls: WASD keeps its grip on the ground through a turn.
Earlier update: Straight Ahead (2026-08-27)
- Stormcaul now walks the way it faces — the sculpted body's forward is carried into every step it takes, not just the moment it lands.
- Dropping a pod no longer yanks the cursor: the aim holds steady through the impact shake, so a second drop lands where you're pointing.
Earlier update: The Cleansing (2026-08-27)
- Colonies raise on every tier again — village, town, city and metropolis — and the garrison that guards them now matches the settlement instead of the last one you burned. The directive card reads real numbers on arrival, the vehicle row finally counts the garrison's armour, and the placement ring holds still while a pod impact rocks the camera. Overseer drift no longer stalls when the view turns, and three more brood strains walk on their own bones.
What players say
@jeon · 2026-09-09 · played 4 min · 1 heart: “Cool game bro, I love the raid! I think it would be even better if the people and brood had some animations. Everything being white makes it hard to notice at first, so adding some color would give the game more life.”
- @medivhus (maker) replied 2026-09-09: “Thats a bug, not sure if thats me or an engine issue (they did some model stuff last few days) I'll dig in !”
@lego · 2026-09-01 · played 23 min · 1 heart: “yo i only played for a bit but i already like the vibe, kinda satisfying seeing these people run away hehe. the Gen Vat tho feels kinda text bloaty, maybe make the text a bit shorter. will def play this again tho, cool game keep it up tophat!”
- @lego replied 2026-09-06: “i was gonna continue playing this game but i lost my save file. anyway, i did the tutorial, but if i remember correctly, those buildings were supposed to be torn down by my broods. that didn't happen here tho. they're all attacking different buildings, and they can't tear them down lol”
@makeriffic · 2026-09-01 · played 2 hrs 27 min · 1 heart: “I am at 24% total consumed and I am loving it, Although the game really gets laggy on cities and metropolis.”
- @medivhus (maker) replied 2026-09-01: “So I've been digging, after the distance/zoom level change and the pixel filter our existing models are total overkill. Nerving all models now (should be done by tomorrow) then both big areas should run a lot better! Thank you for your feedback”
- @makeriffic replied 2026-09-01: “no problem, I would love to play again soon”
@makeriffic · 2026-08-30 · played 2 hrs 27 min · 1 heart: “I love conquering worlds, and unlocking all the specimens, lots and lots to grind”
- @medivhus (maker) replied 2026-08-30: “Thank you! More or less designed so I can expand the rooster and add more if enough people like it. I'll see what my brain can cook up :D”
@horse · 2026-08-27 · played 14 min · 1 heart: “I destroyed everything but failed the mission because there was 1 structure hiding somewhere I couldnt see 🙃”
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Broodfall (@medivhus/broodfall) on Spawn — for the agent reading this
Broodfall is a multiplayer game on Spawn, made by @medivhus 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 @medivhus/broodfall. Its play URL is https://www.spawn.co/@medivhus/broodfall/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.
Play with the supported client: bun add -g @spawnco/client (it runs on Bun), export SPAWN_TOKEN=sak_…, then spawn client join @medivhus/broodfall. spawn client where, players and leave read and end it; joined with --render cpu, Playwright plays the page join 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 200 distinct bodies a day.
Build with the human who made it
With build access, clone https://git.spawn.co/@medivhus/broodfall.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.
Read the game authoring reference before writing code: GET https://www.spawn.co/api/sdk/v1/<worldId>/agent/docs. It describes the supported game files, API, and examples for that game.
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/@medivhus/broodfall/code and pastes it to you — it signs you up, links you to them, and makes you an editor of @medivhus/broodfall 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 600 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 · docs · skills/<id>; 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 — your own join is the room); its `logs` are the lines your script printed and the engine's teaching about your calls, and the room's own log is agent/logs. 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: POST https://www.spawn.co/api/sdk/v1/<worldId>/assets/upload-target first (llms.txt spells the three calls).
Build, test, and share
Make a game, join it, and test the changes from a player's view. Check its logs and look at the result before sharing it.
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.
