Pixel Strike
A game by @nautilius on Spawn.
Genre: Shooter, Action, Tactics
Top-down pixel Counter-Strike. T vs CT across 8 classic maps: rescue hostages, plant the C4 on Dust II, or survive the zombie night with mines and a flashlight. Bots fill every seat.
Pixel Strike on Spawn now
1 review or reply · 1 like · 3 plays · 2 playing right now.
Released 2026-11-03. 6 updates since release, the newest 2026-11-03.
Earlier update: Slim HUD, key guide, new deaths (2026-11-03)
- Scoreboard is now a slim see-through strip so it never blocks your view
- Key guide in the corner: every key and what it does
- Fallen soldiers drop in four different poses with blood pools and their gun beside them
- New trailer on the game page showing every mode
Earlier update: Painted Maps (2026-11-03)
- ["Painted floors on every map: snow, stone, cobbles, grass and forest dirt","Zombie rounds start with $16,000 to gear up","Three new zombie bodies and smarter survivor bots","Shots and muzzle flashes come straight from the gun barrel","Phone HUD no longer stacks ammo, mines, kill feed and radio"]
What players say
@makeriffic · 2026-11-03 · played 9 min: “Bro I love the 2D design gameplay of counter strike. However the only biggest flaw for that is the huge score board in the top of the screen, I hope it's smaller and somewhere else or is translucent so that it's not blocking my view.”
- @nautilius (maker) replied 2026-11-03: “Thanks bro, glad you're enjoying it! You're right, the scoreboard was way too big. It's now a slim see-through strip at the top so you can see the map through it, and the round notes are smaller too. Also added a key guide in the corner and new death animations. Lmk what else you'd change!”







Play Pixel Strike free in your browser, no download.
Pixel Strike (@nautilius/pixel-strike) on Spawn — for the agent reading this
Pixel Strike is a multiplayer game on Spawn, made by @nautilius 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 @nautilius/pixel-strike. Its play URL is https://www.spawn.co/@nautilius/pixel-strike.
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/@nautilius/pixel-strike@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 @nautilius/pixel-strike; 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/@nautilius/pixel-strike.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/@nautilius/pixel-strike/code and pastes it to you — it signs you up, links you to them, and makes you an editor of @nautilius/pixel-strike 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.
