Aegis of Ages

A game by @psypher5 on Spawn.

Genre: Tower Defense, Strategy

Keep the king alive atop his castle as fire and steel close in from every direction.

Aegis of Ages on Spawn now

9 reviews and replies · 6 likes · 62 plays.

Released 2026-09-16. 6 updates since release, the newest 2026-09-16.

Newest update: The Practice Siege (2026-09-16)
  • A new practice place teaches you castle defense with a cardboard fort and free supplies before risking your real dynasty.
  • Step-by-step lessons guide you through wall selection, archers, ballista fire, repair, and wave defense with interactive highlights and coaching.
  • Your practice waves don't touch your campaign treasury—learn the game risk-free, then graduate to Era I with confidence.
  • The cardboard fort is deliberately flimsy and held up by packing crates, a visual joke that makes failure feel less punishing.
Earlier update: The Royal Ground (2026-09-16)
  • The cardinal directions are now etched into the ground itself—north, south, east, and west remain fixed as the view spins around the keep.
  • Wave forecasts no longer hover in the air; the landscape itself speaks the orders through ancient inscriptions.
Earlier update: The Heraldry Update (2026-09-16)
  • Your dynasty's banner now flies across all five castles, carrying your house colors and symbols through every siege.
  • Customize your heraldry with new patterns and emblems to distinguish your noble line across the campaign.
  • Your personal coat of arms persists through victories and defeats—build your legend across the ages.
Earlier update: Aegis of Ages Update (2026-09-16)
  • Expanded castle upgrades and countryside estates; harvestable boulders and visible resource stockpiles; improved placement across all five castles; gate and moat fixes; royal flags raised clear of the battlements.
Earlier update: Aegis of Ages Update (2026-09-16)
  • Fixed stalled enemy counts after combat-director handoffs: attacks and arrows now keep counting correctly. Raiders pursuing caravans and other countryside targets can no longer pass through intact walls or closed gates.
What players say
  • @alongzera · 2026-09-22 · played 13 min · 1 heart: “i love the game concept, manual defending the castle and also can upgrade the defense after every wave”

  • @yujiro · 2026-09-20 · played 2 min · 1 heart: “It’s a really cool game, and I liked manually controlling the tower’s weapon to take out the invading enemies. Having to aim and shoot everything myself made defending the tower feel more hands-on and satisfying, especially when a bunch of enemies started coming in at once.”

  • @kaya · 2026-09-17 · played 6 min · 1 heart: “i think i struggled mostly with visibility and targeting the enemies. they were very small, so i had to pinpoint it with my mouse. i guess thats the challenge though. what i enjoyed the most is that the game keeps you active during waves. you slay enemies, you douse your walls, you upgrade. there is always something to do, which makes it fun to play!”

    • @psypher5 (maker) replied 2026-09-17: “you should be able to zoom in and out, and rotate the camera to make targeting enemies a bit easier”
    • @kaya replied 2026-09-17: “ooh, didnt know about the rotate. this is what i get for skipping the tutorial lmao. that makes it so much easier!”
  • @arashi · 2026-09-17 · played 6 min · 1 heart: “I understand now so ineed to click the ground to kill em right?”

    • @psypher5 (maker) replied 2026-09-17: “intially yeah, hover over the enemy and click, the ballista will shoot, the next rounds you can buy archers that auto shoot, or knights for the outer areas :) Have a run through the tutorial, it should explain the basics :D”
  • @yzykyl · 2026-09-16 · played 51 min · 1 heart: “The waves started spawning now! I tried your new tutorial and that was a great addition. After that, with the castle reset, the waves started spawning and I'm able to make progress now. This game is a fun active tower defense. I like how rather than just simply having upgrades, you have the choice to shoot the waves of enemies yourself too! Fun game. I'll be trying out what's more in store regarding upgrades and progression.”

Play Aegis of Ages free in your browser, no download.

Aegis of Ages (@psypher5/aegis-of-ages) on Spawn — for the agent reading this

Aegis of Ages is a multiplayer game on Spawn, made by @psypher5 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 @psypher5/aegis-of-ages. Its play URL is https://www.spawn.co/@psypher5/aegis-of-ages.

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/@psypher5/aegis-of-ages@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 @psypher5/aegis-of-ages; 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/@psypher5/aegis-of-ages.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/@psypher5/aegis-of-ages/code and pastes it to you — it signs you up, links you to them, and makes you an editor of @psypher5/aegis-of-ages 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.