Glitter☆Override

A game by @reflex on Spawn.

Genre: Arena Brawler, Action

Pick your gold card and hear the ring announcer call your real name as you fight. Master 18 candy-anime fighters in a whimsical sky arena, each with signature move styles—then prove yourself in championship duels, 4-way

Glitter☆Override on Spawn now

3 reviews and replies · 8 likes · 66 plays.

Released 2026-07-21. 20 updates since release, the newest 2026-09-25.

Newest update: Architecture Unveiled (2026-09-25)
  • The game's entire fighting system now runs on a clean, documented foundation — fighter-core, match-manager, and all supporting systems working together without tangled dependencies.
  • Career progress now persists properly across matches on the host server, so your wins and losses actually stick and shape your journey.
  • Avatar customization now syncs correctly between your profile and the arena, keeping your look consistent every time you step into a fight.
Earlier update: Glitter☆Override Update (2026-09-24)
  • New engine under the hood. Career saves fixed on the new storage, fighter auras restored, select screen fits on one screen, cleaner round-one announcer, pvp copy-link lobby.
Earlier update: Career Vault (2026-08-23)
  • Your fight record now persists across crashes and closed tabs — the match-ups that matter are saved forever.
  • Career stats load instantly when you jump back in, so your wins and losses are always there waiting.
Earlier update: Glitter Refine (2026-08-04)
  • Candy shell now renders instantly instead of freezing your device for a second.
  • Sparkle patterns shimmer with even more detail and variety across every surface.
  • Performance boost means smoother gameplay, especially on older hardware.
Earlier update: Animation Finesse (2026-07-27)
  • Your fighter now moves with smoother, more responsive animations that match their fighting style and personality.
  • Attacks feel snappier and more impactful, with better visual weight and punch-through on every hit.
  • Character animations now gracefully handle edge cases—no more clipping or broken poses when things go wrong.
  • Each fighter's signature visual effects now shine brighter, with enhanced colors and cleaner impact moments.
What players say
  • @annias · 2026-07-22 · played 7 min · 1 heart: “Ay I love it. one thing I made it to the Victory screen and it has content that makes the screen extend beyond "one screen" into scrolling down, you have a lot of screen real estate not being used on the left and right, i would suggest having savi widen it or move it to the left or right and up so that it doesn't scroll anymore and just has one nice solid screen. Dope game!”

  • @alongzera · 2026-09-25 · played 16 min: “whenever fighting with each other on multiplayer mode my HP is not visible”

  • @sunraku · 2026-08-27 · played 18 min: “Love this game <3. Your music theme was so damn good. I want to try all the characters hehe”

Glitter☆Override: a moment in the game (1 of 1)

Play Glitter☆Override free in your browser, no download.

Glitter☆Override (@reflex/glitter-override) on Spawn — for the agent reading this

Glitter☆Override 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/glitter-override. Its play URL is https://www.spawn.co/@reflex/glitter-override.

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