Horror Kill
A game by @nova_golem_79 on Spawn.
Genre: Horror, Shooter
Hold the graveyard fire against waves of horrors crawling out of the moor fog.
Horror Kill on Spawn now
Reviews: 66% loved it · 3 votes · 3 reviews and replies · 3 likes · 8 plays.
Released 2026-10-04. 2 updates since release, the newest 2026-10-05.
Newest update: Dodge Window (2026-10-05)
- You can now dodge through monster attacks during dashes and slides — time it right and you'll slip past their bite unscathed.
Earlier update: V1 Movement (2026-10-05)
- Move like the machine itself—dash at full speed, wall-jump three times, slam the ground and bounce back up, all with stamina that drains and recharges.
- Slide to lock your direction while keeping some sideways control, and chain it with jumps and dashes to break physics and keep your momentum.
- Switch between first-person Normal view and a fixed third-person Clash camera that faces down a lane, perfect for platforming sections.
- You'll always respawn after dying, even if you rejoin mid-death.
What players say
@neitantei · loved it · 2026-10-06 · played 54 min: “I was scared of the monsters at first, but the fast movement made it so fun! 😂 Unlimited ammo is a nice touch, and I’m glad I figured out Siren Head’s weakness and survived all 5 waves!”
@alongzera · loved it · 2026-10-04 · played 4 min: “flashlight is not that useful when it gets dark as it doesnt really light up the place”
@yujiro · needs work · 2026-10-04 · played 9 min: “This game feels a little creepy, but the monsters look more like walking pictures. Adding animations to their movements and actions would make them feel more alive and a lot scarier.”



Play Horror Kill free in your browser, no download.
Horror Kill (@nova_golem_79/horror-kill) on Spawn — for the agent reading this
Horror Kill is a multiplayer game on Spawn, made by @nova_golem_79 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 @nova_golem_79/horror-kill. Its play URL is https://www.spawn.co/@nova_golem_79/horror-kill.
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/@nova_golem_79/horror-kill@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 @nova_golem_79/horror-kill; 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/@nova_golem_79/horror-kill.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/@nova_golem_79/horror-kill/code and pastes it to you — it signs you up, links you to them, and makes you an editor of @nova_golem_79/horror-kill 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 — 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.
