Skyheart

A game by @renny on Spawn.

Genre: Arena Brawler, Sandbox

Build a fort round your glowing heart, bridge the sky, and shatter everyone else's.

Skyheart on Spawn now

Reviews: 100% loved it · 1 vote · 1 review or reply · 1 like · 3 plays.

Released 2026-11-03. 2 updates since release, the newest 2026-11-03.

Earlier update: Sharp Shots (2026-11-03)
  • Every hit you land ticks with a hitmarker sound and flashes an X on your crosshair: gold on headshots, red on the kill
  • You start and respawn with just the shortbow now, the crossbow is loot only
  • Dying off an edge no longer kills you again when you respawn
What players say
  • @flickaboo · loved it · 2026-11-03 · played 5 min: “I like that there's a spectate feature after losing your heart, so you can still watch the remaining players. One round felt a bit too long for me, though. I also couldn't figure out how to use the skills.”

Skyheart. A floating island landscape with a large wooden structure in the center and smaller platforms scattered around. The screen displays "OVERTIME · ×2" at the top, with a player's weapon and inventory visible at the bottom. Taken for the update Louder Hits.Skyheart. A colorful island base with stone buildings, glowing crystals, and floating platforms. An "OVERTIME · ×2" indicator appears above the structures, showing a doubled time multiplier is active during gameplay. Taken when the game first came out, on November 3, 2026.Skyheart. A sky realm with floating islands and cyan beams connects multiple platforms. An "OVERTIME · ×2" indicator appears above a central structure, showing a player character standing at a cooking station surrounded by wooden ramps and distant island outposts. Taken for the update Sharp Shots.

Play Skyheart free in your browser, no download.

Skyheart (@renny/skyheart) on Spawn — for the agent reading this

Skyheart is a multiplayer game on Spawn, made by @renny 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 @renny/skyheart. Its play URL is https://www.spawn.co/@renny/skyheart.

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/@renny/skyheart@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 @renny/skyheart; 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/@renny/skyheart.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/@renny/skyheart/code and pastes it to you — it signs you up, links you to them, and makes you an editor of @renny/skyheart 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.