Breakrunner

A game by @ned on Spawn.

Genre: Shooter, Action

A classic boomer shooter: fast guns, keycards, secrets and a machine army. Break into machine country, blast through it, bring home the parts.

Breakrunner on Spawn now

Reviews: 100% loved it · 1 vote · 1 review or reply · 1 like · 4 plays.

Released 2026-11-13. 3 updates since release, the newest 2026-11-13.

Newest update: Pardon Our Dust (2026-11-13)
  • Resource bars around your crosshair: pick a layout in the crosshair menu's new Bars tab
  • The old lower-left bars can be switched on or off in that same tab
  • Keycards sit beside your ammo, and the count turns red when you're low
  • Intake's overhead pipes are solid now, so shotgun jumps won't clip through them
  • The Intake tap pipe no longer lines up with the monster closets
Earlier update: Trophies and a Lean HUD (2026-11-13)
  • Ten trophies: finish each act, finish Episode 1, and reach waves 5, 10 and 15 in quick and campaign Chaos.
  • The compact HUD is now the default, showing numbers only. Switch back to the full HUD in the menu.
  • Phone layout is tidier: fewer panels, and the stats sit with the weapon bar in the bottom right.
  • The new description: a classic boomer shooter.
What players say
  • @kraevyn · loved it · 2026-11-13 · played 10 min: “Cool game, all the guns are pretty different from each other and fun to use. I like the 90s fps aesthetics.”

    • @ned (maker) replied 2026-11-13: “Thanks!”
Breakrunner. A dark industrial interior with neon cyan and orange accents. A player character holds a rifle in the foreground, facing a blue figure standing on a cyan circular platform beneath a yellow-striped archway. A "STASH" sign glows green on the left wall, labeled "Gear" on screen. Taken in hub for the update Pardon Our Dust.Breakrunner. A corridor with green-tiled walls labeled "PUMP HOUSE" stretches ahead, lit by industrial lighting. The player's weapon is visible in the foreground as enemies and allies engage in combat further down the hallway, with a small spacecraft flying overhead. Taken in intake for the update Phone Loadout Fix.Breakrunner. A dark industrial facility with neon-lit structures and glowing signs. The player holds a rifle with a yellow and black grip, facing a robot figure in the distance near illuminated equipment marked "Gear." Taken in hub when the game first came out, on November 13, 2026.Breakrunner. A dark space with a crosshair in the center. A gray mechanical weapon or device is shown from a first-person perspective at the bottom, with "Blue" indicated and game interface elements visible in the corner. Taken in intake for the update Trophies and a Lean HUD.

Play Breakrunner free in your browser, no download.

Breakrunner (@ned/breakrunner) on Spawn — for the agent reading this

Breakrunner is a multiplayer game on Spawn, made by @ned 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 @ned/breakrunner. Its play URL is https://www.spawn.co/@ned/breakrunner.

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/@ned/breakrunner@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":"/@ned/breakrunner@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 @ned/breakrunner; 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/@ned/breakrunner.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/@ned/breakrunner/code and pastes it to you — it signs you up, links you to them, and makes you an editor of @ned/breakrunner 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.