SPAWNKILL

A game by @prophecy on Spawn.

Genre: Shooter, Action, Arena Brawler

SPAWNKILL: slide, wall-ride and gun down the city's hardest crew in a race to 31 kills.

SPAWNKILL on Spawn now

Reviews: 83% loved it · 6 votes · 17 reviews and replies · 7 likes · 62 plays.

30 updates since release, the newest 2026-10-07.

Newest update: Solid Walls (2026-10-07)
  • Fixed invisible map walls: the current map now re-checks itself every 2 seconds so it can't go missing.
Earlier update: Stable Yards (2026-10-07)
  • Fixed flickering windows around the 1v1 yards.
Earlier update: Neon Streets (2026-10-07)
  • Royale is lit: neon street lamps down every avenue, a post beside every weapon pad, a brighter lobby hangar. Night lights everywhere else dimmed for a moodier city.
Earlier update: Neon Nights (2026-10-07)
  • Night falls on SPAWNKILL: darker streets lit by mixed neon posts in the middle of every map and 1v1 pit, wall lamps, thicker ground smoke, Tokyo-style graffiti on the walls, black-and-white UI art, and real light off glowing gun details.
Earlier update: Softer Pickup Sound (2026-10-07)
  • one set of first-person hands again after the menu, softer pickup sound
What players say
  • @lego · 2026-10-07 · played 25 min: “I really dig the new look of the map now, it's way cooler and more aesthetic compared to before, I like it! Anw, thanks for the sensitivity option, it really helps with the dizziness haha”

  • @moypi03 · loved it · 2026-10-07 · played 26 min: “I love the game become smoother than the last time I played here hahaha thanks also for the quest that you give us and has a rewards included”

  • @alongzera · loved it · 2026-10-06 · played 16 min: “the game is more smoother than before! and graphics are more crisp!”

  • @flickaboo · loved it · 2026-09-30 · played 28 min: “Spawning into Team Deathmatch was instant non-stop action! Grabbing the AK and pushing through fights felt super fast and satisfying. Swept the round and had a blast!”

  • @makeriffic · loved it · 2026-09-29 · played 18 min: “Yo, is it just me or the game got a little difficult? I have won the FFA last time, but now I can't even reach 10 kills lol, the bots are just too good! waiting for that campaign mode.”

    • @prophecy (maker) replied 2026-09-29: “I would recommended trying out battle royale and 1v1 in the mean time but thanks for the feedback I'll defo make some changes”
    • @makeriffic replied 2026-09-29: “@enovinx yeah bro, I tried the 1v1, I thought the bot was going to win lol I might feel so bad for myself if it does lol. Will try the BR!”

Play SPAWNKILL free in your browser, no download.

SPAWNKILL (@prophecy/spawnkill) on Spawn — for the agent reading this

SPAWNKILL is a multiplayer game on Spawn, made by @prophecy 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 @prophecy/spawnkill. Its play URL is https://www.spawn.co/@prophecy/spawnkill.

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/@prophecy/spawnkill@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 @prophecy/spawnkill; 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/@prophecy/spawnkill.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/@prophecy/spawnkill/code and pastes it to you — it signs you up, links you to them, and makes you an editor of @prophecy/spawnkill 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.