Ironline
A game by @pa1n on Spawn.
Genre: Strategy, Tactics
You stand at the command post behind your fortress, watching the churned battlefield stretch before you. Drag your squads into formation, spend your war energy wisely, and break through the enemy's defenses before their
Ironline on Spawn now
Reviews: 100% loved it · 1 vote · 5 reviews and replies · 4 likes · 30 plays.
Released 2026-08-26. 4 updates since release, the newest 2026-08-29.
Newest update: THE COUNTRY BEYOND THE FIELD (2026-08-29)
- The war plain has a horizon now. A dark treeline, hills behind it and a long ridge stand far out past the walls, with a burnt village off the north-west flank, a ruined bridge and a leaning watchtower east, low mist pooling in the gap, and supply roads running out behind both keeps.
- Camera controls are friendly: WASD walks the view over the field (it used to lift straight up), the wheel zooms, right-drag turns, Q/E spin, F/R tilt, V cycles vantage — and a key card under the VIEW button spells it out.
- Units are bigger and read at a glance, and a squad crossing to a breach now faces the way it's walking instead of crabbing sideways. The picture no longer changes brightness mid-battle. Progression, the armoury and the seven unlock missions are all in.
Earlier update: THE ARMOURY (2026-08-28)
- THE ARMOURY IS OPEN.
- Fourteen unit types now exist, and you field exactly six. The six you start with are yours from the first battle; the other seven are earned — and not by grinding. Every unlock is a skill test: destroy three tanks using units that aren't tanks, win a battle after killing three of his before any of yours crosses his line, break three structures with no cannon on the field, come back and take a castle after your first formation has been wiped out.
- Your collection is permanent and it follows you between Solo and 1v1. The loadout locks at the bell — choose your six before the battle, and live with them.
- NEW IN THIS UPDATE
- The ARMOURY: a shelf of all fourteen rows, six equipped slots, swap freely between battles
- Seven missions, each one a genuine tactical problem rather than a tally
- MISSION COMPLETE when a unit is earned
- Progress is proved on the server — a battle you didn't fight pays nothing
Earlier update: YOUR OWN FIELD (2026-08-27)
- Every commander now arrives on a battlefield of their own. Before this, everyone who opened the link walked into the same war — someone else's units already on the field, someone else's castle burning — which read as a game that had started itself. Now the door routes each arrival to a private field: quiet ground, no bodies, nothing running until you choose SOLO or MULTIPLAYER.
- MULTIPLAYER got the door it now needs: the SEARCHING screen shows this field's own summons — a link to copy and send. Whoever opens it takes the opposing castle. Still never a bot in their place.
Earlier update: THE GREAT GATE (2026-08-27)
- Both castles now stand behind a great gate: the gatehouse wall is twice its old height, its flanking towers grew to crown it, and the arch itself is a 10m mouth topped at 15m — half the fortress. Castle HP is unchanged, so it falls exactly as fast as before.
- Every soldier, grenadier and heavy trooper is re-dressed in full faction colour — bright scarlet for Ashvale Legion, bright cobalt for the Cobalt Vanguard — so a wave reads as an army from the command vantage.
- All bodies on the field stand larger for readability at distance.
- Camera keys go the way you press them: D slides the vantage right, E swings it right.
- The vantage can no longer wander off the war plain — pan, rise and orbit stop at the edge of the designed battlefield and ease into the stop instead of snapping.
- A FIELD MANUAL gate step before the first battle.
- Brighter field and a lifted colour grade.
What players say
@larrielabs · 2026-08-27 · played 48 min · 1 heart: “The visuals are wonderful! and i also like the concept where you have to strategize your deployments! 🏰 One small thing tho, I got a little confused by the red deployment box in the castle... it might be clearer if it were green to show that it’s the correct spot to deploy.”
- @pa1n (maker) replied 2026-08-27: “That will make more sense I agree 💯. will correct that very soon. Thankyou larrie”
@laurence1 · 2026-08-27 · played 17 min · 1 heart: “Game is good, wish it had an customization settings because I hovering in game is so hard to control.”
- @pa1n (maker) replied 2026-08-27: “Thankyou Laurence!. When you said customization settings what do you want to customize? Love to hear your more fron you and one thing I struggled in building the game was the camera movement I will try to and fix that + add more features. Thanks again”
@makeriffic · 2026-08-27 · played 59 min · 1 heart: “Killing a group of 6 soldiers with 1 missile is very satisfying. Cool game!”
- @pa1n (maker) replied 2026-08-27: “Love to hear this thankyou!”
@vladtheimpaler · loved it · 2026-10-09 · played 7 min: “Brother, I really like the concept of Ironline! Building an army and attacking the enemy's castle makes the game feel like an exciting battle. i enjoy the game so much”
@sunraku · 2026-09-01 · played 53 min: “Great game! Love the visuals. The deployment was also smooth”
Play Ironline free in your browser, no download.
Ironline (@pa1n/ironline) on Spawn — for the agent reading this
Ironline is a multiplayer game on Spawn, made by @pa1n 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 @pa1n/ironline. Its play URL is https://www.spawn.co/@pa1n/ironline/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.
Play with the supported client: bun add -g @spawnco/client (it runs on Bun), export SPAWN_TOKEN=sak_…, then spawn client join @pa1n/ironline. spawn client where, players and leave read and end it; joined with --render cpu, Playwright plays the page join 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 200 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/@pa1n/ironline/code for upgrade instructions.
Read the game authoring reference before writing code: GET https://www.spawn.co/api/sdk/v1/<worldId>/agent/docs. It describes the supported game files, API, and examples for that game.
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 600 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 · docs · skills/<id>; 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 — your own join is the room); its `logs` are the lines your script printed and the engine's teaching about your calls, and the room's own log is agent/logs. 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: POST https://www.spawn.co/api/sdk/v1/<worldId>/assets/upload-target first (llms.txt spells the three calls).
Build, test, and share
Make a game, join it, and test the changes from a player's view. Check its logs and look at the result before sharing it.
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.
