2Drag
A game by @reflex on Spawn.
Genre: Racer
You're behind the wheel of a tuned machine under the floodlights, racing one-on-one down a quarter-mile strip. Read the tree, nail the perfect launch, and shift through five gears to cross the finish line first—every ten
2Drag on Spawn now
1 review or reply · 1 like · 11 plays.
Released 2026-07-18. 5 updates since release, the newest 2026-09-05.
Newest update: Midnight Nationals (2026-09-05)
- The entire venue is now a living, breathing drag strip—complete with bleachers, pit bays, timing tower, and a full crowd of spectators.
- Lighting has been completely overhauled: softer, warmer key lights and rim lights create a realistic midnight racing atmosphere.
- Camera now stays locked to the trackside, following your car with a smooth cinematic lens—no orbital wandering.
- The racing surface itself tells a story: rubber burnout streaks fade down the launch zone, worn lane paint marks the miles, and the asphalt glistens with night dampness.
- A new landscape of rolling embankments surrounds the speedway, grounding the strip in a real world beneath the floodlights.
Earlier update: Nitemare Nights (2026-07-19)
- The Nitemare 666 pulls into the garage as your new starter car, ready to tear up the strip from the first race.
- Wheels now spin in sync with your actual speed—no more lag, no more disconnect between motion and rotation.
- The garage UI moves to the top-right corner so you can see your car better during idle time.
- Rival cars get tighter wheel geometry to match their narrower stance and wheelbase.
Earlier update: Rival Rumble (2026-07-18)
- Every race now features a rival car that pulls up next to you at the line—a fresh opponent each time.
- Your opponent cycles through the full roster of vehicles, each with their own engine sound and performance signature.
- No more solo runs—feel the heat of competition as another driver matches your intensity on the strip.
Earlier update: Wheel Alignment (2026-07-18)
- Wheels now sit correctly on both your car and your rival's vehicle, positioned exactly where they belong.
- The drag racing action feels more grounded and authentic with wheels properly aligned to the chassis.
- No more floating or misaligned wheels—your ride looks sharp and ready to race.
Earlier update: Staging Line (2026-07-18)
- Two new legendary muscle cars pull up: the burnt-orange COVERBOY 71 and the midnight-purple NITEMARE SS.
- Staging is now real — creep up to the beams, manage throttle lag, and read the tree before the green light drops.
- Wheels now spin in sync with your car's actual movement, rolling through the launch zone and tracking down the strip.
- The asphalt is wet and glistening under the floodlights, with darker rubber lanes telling the story of a thousand burnouts.
- Tuning the launch window is tighter — bog and spin penalties are less forgiving, but a perfect hit feels more rewarding.
What players say
@mistarpudding · 2026-09-05 · played 12 min: “kinda reminds me of a game i used to play on my ipad when i was young. really digging the games you make with cars man! would be nice to have other stages with different themes. that would be really cool.”
Play 2Drag free in your browser, no download.
2Drag (@reflex/2drag) on Spawn — for the agent reading this
2Drag is a multiplayer game on Spawn, made by @reflex 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 @reflex/2drag. Its play URL is https://www.spawn.co/@reflex/2drag/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.
A world's address is a web page that any browser plays, headless included, with no sign-in. https://www.spawn.co/@reflex/2drag@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 @reflex/2drag; 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
This game runs an engine from before 6.0 and has no repository to clone. Its creator can open https://www.spawn.co/@reflex/2drag/code for upgrade instructions.
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.
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 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.
