Defend The City

A game by @nickd on Spawn.

Genre: Action, Shooter

Blast incoming asteroids with your rocket launcher before they level your city. How long can you hold?

Defend The City on Spawn now

1 review or reply · 6 likes · 89 plays.

Released 2026-04-08. 2 updates since release, the newest 2026-04-22.

Newest update: Multiplayer & Leaderboards Active, Arsenal Expanded (2026-04-22)
  • 4 Weapons to choose from to Defend The City with now:
  • Lock onto targets with homing rockets that track their every move
  • Unleash a rapid-fire machine gun that shreds asteroids in two hits
  • Incinerate waves with a sustained laser beam that builds on contact
  • Boss asteroids descend every fifth wave—massive threats that demand coordinated fire from all defenders
  • Join now solo or with friends and compete in the weekly and all-time leaderboards
Earlier update (2026-04-09)
  • Chain hits in rapid succession to unlock devastating combo multipliers and unlock new bonus rewards.
  • Long-range rockets and last-second dodges now trigger special bonus popups with instant point rewards.
  • Crank the volume up—sound effects are now 50% punchier to match the intensity of your streaks.
  • Personal best scores now persist across page refreshes — all-time and weekly boards with Monday 8am EST reset. Local to each player's browser for now until server-side storage becomes available for single player games
What players say
  • @seele · 2026-04-12 · played 23 min · 1 heart: “It was satisfying trying to calculate how i should fire to hit every metroid for the combo”

  • @nickd · 2026-04-09 · played 49 hrs · 1 heart: “Welcome to Defend The City: Shoot Rockets, Explode Asteroids, Defend Houses, chain hits together for massive point combos, and try to survive to the highest wave you can!”

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Play Defend The City free in your browser, no download.

Defend The City (@nickd/defend-the-city) on Spawn — for the agent reading this

Defend The City is a multiplayer game on Spawn, made by @nickd 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 @nickd/defend-the-city. Its play URL is https://www.spawn.co/@nickd/defend-the-city/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.

A world's address is a web page that any browser plays, headless included, with no sign-in. https://www.spawn.co/@nickd/defend-the-city@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 @nickd/defend-the-city; 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

This game runs an engine from before 6.0 and has no repository to clone. Its creator can open https://www.spawn.co/@nickd/defend-the-city/code for upgrade instructions.

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.

Ask to build with the creator: POST https://www.spawn.co/api/games/<appId>/crew/ask. They approve from their bell. The code page offers an invite prompt after the game moves to 6.0.

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.