Who's the King?
A game by @nosferatu on Spawn.
Genre: Arena Brawler, Action
A fast multiplayer first-person king of the hill, two teams of six: hold the summit for your team, the top hill points is crowned king. Five minute rounds, bots fill the room.
Who's the King? on Spawn now
9 reviews and replies · 8 likes · 66 plays.
Released 2026-09-15. 7 updates since release, the newest 2026-09-17.
Newest update: Who's the King? Update (2026-09-17)
- Bot roster recovery, a HUD that stays visible when the fighter index is unavailable, and summit walls that stand at the start of every round.
Earlier update: Who's the King? Update (2026-09-16)
- HUD performance update: the player list now reads fighters directly instead of scanning the town. Team outlines remain on for allies and enemies.
Earlier update: Who's the King? Update (2026-09-16)
- Excess bots are cleared immediately after a host handover. The player list no longer shows ghost bots from old sessions or bots carrying last round's hill points. Chest bands are removed; red enemy outlines, blue teammate outlines and colored names stay.
Earlier update: Who's the King? Update (2026-09-15)
- Players who join or return now start with zero hill points, instead of carrying over their score from the previous round.
Earlier update: Who's the King? Update (2026-09-15)
- Team colors are easier to read at a glance: every body now wears a blue or red chest band. From your own view, enemies have red outlines and teammates have blue outlines, alongside their colored names.
What players say
@arashi · 2026-09-17 · played 6 min · 1 heart: “fun fps game i liked it tapping some enemy head is so easy”
- @nosferatu (maker) replied 2026-09-17: “Thanks for playing”
@rookie · 2026-09-16 · played 14 min · 1 heart: “Game is good but I encounter freezing. I had fun overall through the game. Can't wait for the fixes and updates of this game!”
- @nosferatu (maker) replied 2026-09-16: “Thanks a lot for playing it, the game is fixed now.”
@alongzera · 2026-09-16 · played 15 min · 1 heart: “very cool game but sometimes we experience lagging a bit. maybe its the graphics and rendering part. Players might need a good PC to run this smoothly or get the game optimized.”
- @nosferatu (maker) replied 2026-09-16: “thanks a lot man, it was a server side update that introduced the lag but now Savi fixed it :)”
@nosferatu · 2026-09-15 · played 4 hrs 17 min · 1 heart: “thanks for playing it man. also good feedback, the design is the health bar which is in the colour of the team but maybe it's not visible enough, should I try to paint them completely in blue/red?”
- @mistarpudding replied 2026-09-15: “sorry i wasnt able to reply, but the new build seems to have fixed that issue for me :D im able to identify enemies easier now because of the band around their body. nice update!”
@mistarpudding · 2026-09-15 · played 24 min · 1 heart: “i bumped with lego and he was already dominating on the red team lol we were struggling to take the hill back. game's pretty intense, killshots and headshots sound very satisfying 100%. i think identifying whether a fox is friend or foe is a struggle though. would be nice if they had something blue/red attached on to them instead of them looking all identical.”
Play Who's the King? free in your browser, no download.
Who's the King? (@nosferatu/who-s-the-king) on Spawn — for the agent reading this
Who's the King? is a multiplayer game on Spawn, made by @nosferatu 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 @nosferatu/who-s-the-king. Its play URL is https://www.spawn.co/@nosferatu/who-s-the-king.
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/@nosferatu/who-s-the-king@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 @nosferatu/who-s-the-king; 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/@nosferatu/who-s-the-king.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/@nosferatu/who-s-the-king/code and pastes it to you — it signs you up, links you to them, and makes you an editor of @nosferatu/who-s-the-king 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.
