WIRED KOWLOON

A game by @minto_tsukino on Spawn.

Genre: Adventure, Cozy, Sim

暗い部屋にCRTの残光とファンの音。床と壁を這う配線の奥を、ゆっくり歩く。

WIRED KOWLOON on Spawn now

5 reviews and replies · 1 like · 55 plays.

Released 2026-09-20. 4 updates since release, the newest 2026-09-21.

Newest update: V1 BETA — Daily Life Update (2026-09-21)
  • More reasons to step outside, meet a familiar face, and make a living in the city.
  • KYUKA: DELIVERIES & NEIGHBORS
  • Visit Kume at the new ration depot west of Fukurai Diner for rotating food and letter deliveries.
  • Take personal errands from the twelve residents and explore new conversations. Residents remember your help.
  • Carry one parcel at a time, with no deadline. Depot jobs and resident errands have separate daily limits; payment comes from handing the parcel to the named recipient.
  • Open the delivery ledger with J. New map markers and receiving crates help ground the routes in the neighborhood.
  • HAIURA: EVERYDAY LIFE
  • Added the Sabitsugi shop, the wandering android Koto, a 24-hour gym, and Hachi’s ramen stall.
Earlier update: V1 BETA — Haiura Update (2026-09-21)
  • Haiura has more life now.
  • Expanded the district with perimeter gates and sentries, public facilities, local shops, and the external estate lift.
  • Added commuting shop staff, shopping residents, and Haiura's security robot.
  • Added the maintenance yard, damaged quadrupeds, Unit 05, and mechanic conversations.
  • Opened the augmentation clinic: permanent health and stamina upgrades up to 3x, plus greatly reduced hunger drain. Your appearance stays human.
  • Masao now walks between his apartment and the clinic. Orders and payments remain at the terminal, even while he is home.
  • Added Japanese/English subtitles for municipal announcements and reused the metro surveillance posters around Haiura.
  • Updated five outdated subway dialogue lines across both stations, in Japanese and English.
Earlier update: WIRED KOWLOON Update (2026-09-20)
  • V1 BETA — UI clarity update. Centered the welcome message and lifted it above the HUD without changing movement-to-dismiss behavior. Fixed old pickup, meal, vending, shop, performance and metro notifications remaining visible after a session-clock change. Includes the night-window startup guard for objects still loading. Inventory, money, controls and single-player settings are unchanged.
Earlier update: V1 BETA — Single-player (2026-09-20)
  • WIRED KOWLOON is now single-player, as intended. Each player explores their own city rather than sharing a multiplayer session.
  • PC only. The districts, residents, metro, controls, and existing gameplay are unchanged.
  • Progress from the initial multiplayer release may not carry over to the single-player save.
What players say
  • @kaya · 2026-09-20 · played 27 min · 1 heart: “Hey man, I was going around the houses of everyone and managed to find some notes to their passwords, but after a while, a radio turned on but it was in Japanese, so I didn't really understand what the announcer was saying. Would be great if there was an English translation for it. I'm currently on my third note”

    • @minto_tsukino (maker) replied 2026-09-21: “thank you , i added sub”
  • @minto_tsukino · 2026-09-20 · played 40 hrs · 1 heart: “Thanks a lot for playing and for the detailed feedback! You’re right — the current build gives you a lot of freedom, but it doesn’t explain clearly enough what your initial goal should be. I’m working on adding a simple tutorial / starting guide so new players know what to do first, what the main systems are, and how progression works. Really appreciate you taking the time to explore the world and point this out!”

  • @yzykyl · 2026-09-20 · played 38 min · 1 heart: “Hopped into the game and it looked really interesting but I'm really at a loss what the objective is. I tried to explore to find out that the map is huge. I talked to people, collected items and sold them to buy food, and got a few notes to unlock people's records. However, I've yet to see the main point of the game. Would really love some sort of guide or tutorial to teach us what to do initially or how to play the game.”

  • @yujiro · 2026-09-29 · played 11 min: “I had fun roaming around the city and randomly punching passersby. They get knocked out after just three punches and don’t even fight back, hahaha! But after I knock someone out, other people chase me down and knock me out instead. Hahaha!”

  • @makeriffic · 2026-09-23 · played 15 min: “Yo,, I like the setting here. It is giving a dystopian future vibe. I have tried taking deliveries from the guy, but I don't know where to deliver them. Gaining your freedom as the main objective seems too easy to say but really hard to do lol 😂”

Play WIRED KOWLOON free in your browser, no download.

WIRED KOWLOON (@minto_tsukino/wired-kowloon) on Spawn — for the agent reading this

WIRED KOWLOON is a multiplayer game on Spawn, made by @minto_tsukino 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 @minto_tsukino/wired-kowloon. Its play URL is https://www.spawn.co/@minto_tsukino/wired-kowloon.

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, and a person's browser plays it with no sign-in. https://www.spawn.co/@minto_tsukino/wired-kowloon@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.

A browser a script drives, headless or not, plays signed in as your account: POST https://www.spawn.co/api/agent/v1/login-link with {"next":"/@minto_tsukino/wired-kowloon@dev"} answers a one-use URL that signs that browser in.

Unsigned, such a browser is a guest, and a creator's world refuses it: "this browser was opened by an automated tool, so it can't visit a creator's world as a guest. sign in, or open the link in a browser you use yourself." Its maker can ask Spawn to let their own automated tool in by name.

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 @minto_tsukino/wired-kowloon; 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/@minto_tsukino/wired-kowloon.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/@minto_tsukino/wired-kowloon/code and pastes it to you — it signs you up, links you to them, and makes you an editor of @minto_tsukino/wired-kowloon 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.