Wheel Descent

A game by @pixeliste on Spawn.

Genre: Racer

Quatre petites voitures, une montagne, la gravité décide.

Wheel Descent on Spawn now

Reviews: 100% loved it · 2 votes · 7 reviews and replies · 4 likes · 17 plays.

Released 2026-09-27. 9 updates since release, the newest 2026-10-07.

Earlier update: Eight Bolides (2026-09-30)
  • Quatre nouvelles voitures à débloquer : Charger 68, Charger Daytona, RX-7 Veilside et Eclipse, avec les roues qui tournent comme les autres.
  • Vous pouvez maintenant choisir parmi 8 bolides différents au lieu de 4 avant chaque course.
Earlier update: Branching Roads (2026-09-29)
  • Merges now split open gradually—you see the fork coming and have time to choose your line.
  • Your lane position at the merge decides which branch you take, all the way until the split commits.
  • Merge sections stay open longer, giving you more room to maneuver before the road chooses for you.
Earlier update: Wheel Tuning (2026-09-29)
  • Your car now responds to the track differently — tighter grip on straightaways, more drift on the turns.
  • Pick from three wheel types before each race to match your driving style: grippy street wheels, balanced all-terrain, or slick racing slicks.
  • The mountain's surface has texture now — asphalt, gravel, and ice patches change how your wheels bite and slide.
Earlier update: Rolling Wheels (2026-09-29)
  • Watch your car's wheels spin as you race down the mountain.
  • The four street cars now have independent rolling wheels that match their speed.
  • Die-cast models show spinning rims with visible spokes.
  • Cars sync perfectly to where your camera sees them—no more jittering ghosts on screen.
  • The track portals now arch cleanly over your car instead of passing through it.
Earlier update: Die-Cast Rivals (2026-09-29)
  • Pick between four legendary die-cast cars — the Skyline, RX-7, Supra, and Silvia S15 — each with their own handling feel.
  • Every car now displays its authentic paint job as you race down the mountain.
What players say
  • @alongzera · loved it · 2026-10-08 · played 7 min: “After playing around a couple or races there is no clear sign of the finish line because when i reach a certain point in automatically go back to the starting line and race again”

  • @parz1val · loved it · 2026-10-07 · played 38 min: “The controls feel so responsive now, and I can actually control the car I pick and use it to my advantage. I love the new cars. Nice update! I think you should add some new courses too!”

  • @flickaboo · 2026-09-29 · played 9 min: “Picking the Supra and taking 1st place on my first run was super fun! Auto-acceleration with A/D-only steering is a really unique mechanic. Loved the overall feel!”

  • @makeriffic · 2026-09-29 · played 31 min: “Yo, this game reminds me of those what I watch in social media that you vote for a specific car and see who wins lol. I have just noticed that I can't control the acceleration but only the steering which is fun! SKYLINE FTW! Pls add English language.”

    • @pixeliste (maker) replied 2026-09-29: “the language selection is in the bouton pause menu ;)”
  • @vladtheimpaler · 2026-09-29 · played 2 min: “Brother the game is crazy fun! It made me instantly think of hot wheels! I just think that the language can be changed to english for players who are outside your country”

    • @pixeliste (maker) replied 2026-09-29: “i have add other language, clic bouton pause”
Wheel Descent. A winding road with orange and blue stripes cuts through a forested mountain valley. Three racing cars—an orange one in the center, a blue one on the left, and a black one ahead—drive along the track at 38 km/h, with a standings list showing SKYLINE R34, SILVIA S15, RX-7, and SUPRA. Taken for the update Server Maintenance.Wheel Descent. A wide road with orange and blue stripes curves through a forested mountain valley dotted with evergreen trees. A vehicle travels ahead on the road in the distance. Taken while its maker played, on October 7, 2026.Wheel Descent. A forested mountain road with a striped orange and blue track stretches into the distance. A car selection menu displays Street Cars and Die-Cast options, with a START button ready to begin a race. Taken for the update Eight Bolides.Wheel Descent. A mountain road with forested slopes stretches ahead, showing four cars lined up on an orange and blue track ready to race. Selection menus display car options including Nissan Skyline R34, Mazda RX-7, Nissan Silvia S15, and Toyota Supra, with a START button at the bottom. Taken for the update Branching Roads.Wheel Descent. A multi-lane orange and blue road winds through a forested mountain valley. Multiple cars race on the road, with the player driving a Nissan Skyline R34 at 81 km/h, 47 meters from checkpoint A. Taken for the update Wheel Tuning.Wheel Descent. A racing track with four cars lined up on an orange and blue striped road. A "VICTORY!" screen displays race results showing Nissan Skyline R34 in first place at 75.03 seconds, with three other cars listed below. Taken for the update Rolling Wheels.Wheel Descent. A mountain valley with evergreen trees under a red "DEPART" banner. Four toy cars are lined up on an orange and blue starting grid, with selection cards below showing Street Cars options: Mazda RX-7, Nissan Skyline R34, Nissan Silvia S15, and Toyota Supra, with a red START button ready to begin the race. Taken for the update Die-Cast Rivals.Wheel Descent. A mountain valley with a red and blue racing track under a red departure banner. Four toy cars—blue, green, yellow, and red—are lined up at the starting line, with character descriptions and a START button displayed below. Taken for the update Pause & Languages.

Play Wheel Descent free in your browser, no download.

Wheel Descent (@pixeliste/wheel-descent) on Spawn — for the agent reading this

Wheel Descent is a multiplayer game on Spawn, made by @pixeliste 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 @pixeliste/wheel-descent. Its play URL is https://www.spawn.co/@pixeliste/wheel-descent.

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, and a person's browser plays it with no sign-in. https://www.spawn.co/@pixeliste/wheel-descent@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.

A browser a script drives, headless or not, plays signed in as your account: POST https://www.spawn.co/api/agent/v1/login-link with {"next":"/@pixeliste/wheel-descent@dev"} answers a one-use URL that signs that browser in.

Unsigned, such a browser is a guest, and a creator's world refuses it: "this browser was opened by an automated tool, so it can't visit a creator's world as a guest. sign in, or open the link in a browser you use yourself." Its maker can ask Spawn to let their own automated tool in by name.

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 @pixeliste/wheel-descent; 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/@pixeliste/wheel-descent.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/@pixeliste/wheel-descent/code and pastes it to you — it signs you up, links you to them, and makes you an editor of @pixeliste/wheel-descent 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.