Eighth Age

A game by @reflex on Spawn.

Genre: Colony Sim, Strategy

Build a thriving civilization through ten ages of progress, from stone tools to silicon and spirit. Watch your camp grow through seasons, hunt and harvest, mine and fabricate, until an oracle awakens to speak your people

Eighth Age on Spawn now

8 reviews and replies · 6 likes · 113 plays.

Released 2026-08-13. 17 updates since release, the newest 2026-09-03.

Newest update: Paths Redrawn (2026-09-03)
  • The worn trails connecting your camp have shifted—some routes through the settlement are now different.
  • New pathways now lead from the town hall to both the lean-to shelter and the stockpile, replacing older routes.
  • A critical bug where duplicate town halls could stack on top of each other has been fixed, keeping your camp's heart singular and true.
Earlier update: The Reckoning (2026-08-31)
  • The civilization returns to the Stone Camp—all progress, all buildings, all hands reset. Start over from scratch.
  • Five new villagers join the settlement: Noll, Oat, Venn, Wren, and Merle. The camp rises anew.
  • Worn trails now connect the scattered lean-tos and stockpiles—a network of paths guides movement through the land.
  • Reach the final age and receive a code to carry forward into Ages Awake, the next chapter of civilization.
  • Foliage renders more faithfully across all decoders, ensuring the forest appears as intended.
Earlier update: The Outer Lands (2026-08-29)
  • The frontier expands — new terrain, flora, and structures now stretch across the outer reaches of the world.
  • Solid objects like trees and stumps now render at the correct scale, no longer towering unnaturally over the landscape.
  • The world generation system has been refined to plant the outer country more reliably, with fewer misplaced or duplicate structures.
Earlier update: The Information Age (2026-08-29)
  • The civilization advances to the Information Age, bringing new technology and infrastructure to your settlement.
  • A relay mast is under construction—workers are gathering steel and copper to complete this vital communication structure.
  • All sealed roads have been upgraded to poured roadways, creating smoother and more durable pathways throughout the camp.
  • Workers no longer vanish when reassigned to new roles—the rebinding system keeps your hands alive and working without loss.
  • Foliage now renders with cleaner silhouettes, cutting out white paper backgrounds so trees and plants blend naturally into the landscape.
Earlier update: The Sealed Roads (2026-08-29)
  • Seventeen new sealed roads now connect key buildings across the camp, creating a visible network of pathways between town hall, markets, workshops, and distant outposts.
  • Buildings that vanish after you place them are now caught and restored—the settlement watches every stake, and if something doesn't take root, your resources come back and it tries again.
  • The census of your workforce now stays true to a single roll, so the camp's headcount never flickers or disagrees with what you're actually seeing.
  • Foliage that was slightly off-scale has been normalized, and solid trees in the distance now draw at their true height instead of scaling tricks.
What players say
  • @larrielabs · 2026-08-28 · played 2 hrs 1 min · 1 heart: “There’s something really fulfilling about seeing the village progress and watching everything I’ve built come together. 🌿💕 I’m excited to keep building and see how much more the village can grow!”

  • @mistarpudding · 2026-08-25 · played 1 hr 32 min · 1 heart: “spent 30 minutes just staring at my little villagers collect resources and build structures. 100% had fun even though my progress was slow (i enjoy the pace lol). one thing I want to suggest though, please add a description for the buildings in the building menu. i dont know what a building does before building it so it made me have second thoughts. game was really nice and relaxing though!!”

    • @reflex (maker) replied 2026-08-27: “check the pause menu”
    • @mistarpudding replied 2026-09-01: “hi! just played the game again today and i didnt realize the menu already had that information. apologies! im currently on a session right now but the objectives seem to be bugging out. one second they're complete, and the next second they're not.”
    • @mistarpudding replied 2026-09-01: “this also seems to happen for other options as well. when i tried changing the speed to normal, it goes back to x2, then again, to normal, and again to x2.”
  • @rookie · 2026-08-22 · played 28 min · 1 heart: “Game is fun and addicting!”

  • @makeriffic · 2026-08-17 · played 4 hrs 18 min · 1 heart: “Love the game so much, I have reached the eight-age and I want more. Pls continue on developing.”

    • @reflex (maker) replied 2026-08-20: “3 more ages soon”
    • @makeriffic replied 2026-08-22: “Yo, I have tried playing again because of the new update but my progress wasn't saved I am back at the stone age :(”
  • @alongzera · 2026-08-13 · played 47 min · 1 heart: “I love this game, its chill and fun at the same time. It just wasted good amount of my time and didn't even notice it LOL!”

Play Eighth Age free in your browser, no download.

Eighth Age (@reflex/eighth-age) on Spawn — for the agent reading this

Eighth Age 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/eighth-age. Its play URL is https://www.spawn.co/@reflex/eighth-age/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, and a person's browser plays it with no sign-in. https://www.spawn.co/@reflex/eighth-age@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":"/@reflex/eighth-age@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 @reflex/eighth-age; 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/eighth-age/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.