Akagi Hillclimb

A game by @reflex on Spawn.

Genre: Racer

You pilot a turbocharged Supra up a winding Japanese mountain pass, chasing lap times through five sectors. Feel the engine roar, the guardrails blur, and the weight of every corner as you hunt for that perfect run.

Akagi Hillclimb on Spawn now

5 reviews and replies · 3 likes · 40 plays.

Released 2026-09-05. 6 updates since release, the newest 2026-09-28.

Newest update: Supra's Recorded Engine (2026-09-28)
  • The Supra now roars with a real recorded turbo engine instead of synthesized sound — hear the HKS-inspired blow-off and crackle.
  • Hit Respawn at the start from the pause menu to put your car back on the mountain without reloading.
  • The Monster Truck now flips back upright where it lands instead of snapping back to the road.
  • Mouse unlock no longer opens the pause menu, so you can drive freely again after respawning.
Earlier update: Smooth Loading (2026-09-06)
  • Assets now stream in gradually as you drive, so you can keep moving while the mountain loads around you.
  • A new loading screen appears when you respawn or arrive, letting you continue early if you're impatient.
  • Gutters and scenic elements now render in chunks instead of all at once, keeping the frame rate steady.
  • The car stays paused during critical asset loading, then releases you to drive before everything is ready.
Earlier update: Drive Lab (2026-09-06)
  • A new isolated test space has opened where you can pilot vehicles without affecting your main garage.
  • Steering response is now twice as quick—cars respond instantly to your input on the wheel.
  • Vehicle bodies are now fully visible during races, replacing the old invisible collision box system.
  • Recovery systems are more reliable, using improved ground detection and cleaner physics checks.
Earlier update: Driver Feedback (2026-09-06)
  • Send notes to the developer directly from the pause menu — tell them what happened, where, and which car you were driving.
  • Your steering sensitivity now adjusts automatically at high speed, keeping the wheel responsive without twitching.
  • Review your own feedback history and the developer's inbox (if you're signed in) from the new Feedback page.
Earlier update: Got Wheels? (2026-09-05)
  • The driving mod is now called Got Wheels? — a catchier name for the vehicle fitting system.
  • One plateau waypoint was removed from the hillclimb trail.
  • Audio now runs on a 0.5 second update cycle instead of 0.15 seconds, reducing CPU load when idle.
  • Drivetrain options now use uppercase (RWD, FWD, AWD) for consistency.
  • Various stability fixes and refinements to vehicle fitting, camera control, and recovery systems.
What players say
  • @mistarpudding · 2026-09-05 · played 19 min · 1 heart: “tried out all the vehicles and they all look and sound sick!! what cars did you base their models on? im guessing the red one is an mk4 toyota supra, but i might be wrong haha. had a bit of issues with steering, but other than that, really loved trying them out!”

    • @reflex (maker) replied 2026-09-05: “NSX R + GT350r , mk4, chevy box truck, and a Lotus Elise + S2000”
  • @parz1val · 2026-09-28 · played 20 min: “The azuma is my favorite! I love how fast it is, and the sound is so good. I had a hard time controlling the speed at first, but once I got the hang of it, finishing a lap without crashing felt so satisfying <3.”

  • @sunraku · 2026-09-06 · played 48 min: “Tried all the cars and it's so cool! The experience in driving it were so good! I think it was best if the road will be widen a little bit cause sometimes the car was crashing into the side rail”

  • @makeriffic · 2026-09-05 · played 1 hr 3 min: “Yo, I got stuck in the ground I think the dirt ate me because of how many crashes I did with the cars lol. The movement is a little sensitive, so I suggest having a sensitivity control setting because it is really hard to turn at high speeds. The sound of the cars was great a bit unrealistic but satisfying to hear.”

  • @lego · 2026-09-05 · played 5 min: “yoooo i love the sound you use for the cars lol. tho i agree with mistarpudding, the steering is kinda hard to control, makes the car movement feel a bit weird”

    • @reflex (maker) replied 2026-09-06: “ageed i just want to publish asap but itll will be updated regularly”
Akagi Hillclimb: a moment in the game (1 of 2)Akagi Hillclimb: a moment in the game (2 of 2)

Play Akagi Hillclimb free in your browser, no download.

Akagi Hillclimb (@reflex/akagi-hillclimb) on Spawn — for the agent reading this

Akagi Hillclimb 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/akagi-hillclimb. Its play URL is https://www.spawn.co/@reflex/akagi-hillclimb.

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/akagi-hillclimb@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/akagi-hillclimb; 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/@reflex/akagi-hillclimb.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/@reflex/akagi-hillclimb/code and pastes it to you — it signs you up, links you to them, and makes you an editor of @reflex/akagi-hillclimb 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.