You Cannot Golf Here
A game by @nickd on Spawn.
Genre: Party Game, Action, Social
You fire a cannonball from a cannon through a grand museum, smashing priceless exhibits and scoring points with every break. Feel the chaos of precision chaos—aim your shot, lock your power, and watch the destruction unf
You Cannot Golf Here on Spawn now
0 reviews and replies · 1 like · 43 plays.
Released 2026-06-04. 2 updates since release, the newest 2026-06-08.
Newest update: The Lancaster Takedown (2026-06-08)
- The hanging Lancaster bomber now hangs from three visible ropes—each direct hit snaps one cable, making the plane lurch and tilt before it finally crashes to the gallery floor.
- Watch the plane's posture shift as you land consecutive hits; the wreck tells you exactly how many shots you've landed by how far it's sagged and tilted.
- The museum's self-healing restore now brings the Lancaster back up into the rafters with fresh ropes strung, ready for the next volley of destruction.
- All exhibits now crack visibly before breaking, and the columns have been retuned for fairer hitbox detection across the board.
Earlier update: You Cannot Golf Here (Full Release w/ Sound Hotfix) (2026-06-04)
- 🏛️💥 YOU CANNOT GOLF HERE — OUT NOW
- Fire a cannon through a museum. Destroy priceless artifacts, topple dinosaur skeletons, shatter glass cases. Get the ball in the hole. Repeat.
- 5 modes: Classic Golf, Scramble, Heist, Duel, and Mess Around. Play solo or with friends.
- Leaderboards, player level progression, and 9 unlockable cannonball textures to collect.
Play You Cannot Golf Here free in your browser, no download.
You Cannot Golf Here (@nickd/you-cannot-golf-here) on Spawn — for the agent reading this
You Cannot Golf Here 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/you-cannot-golf-here. Its play URL is https://www.spawn.co/@nickd/you-cannot-golf-here.
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/you-cannot-golf-here@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/you-cannot-golf-here; 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/@nickd/you-cannot-golf-here.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/@nickd/you-cannot-golf-here/code and pastes it to you — it signs you up, links you to them, and makes you an editor of @nickd/you-cannot-golf-here 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.
