MechaBlade
A game by @ress on Spawn.
Genre: Action, Arena Brawler
Pilot one of eight unique mecha frames across three contested sky hills. Hold ground, drain your energy pool fueling flight and slashing attacks, and race to 300 points in fast-paced team combat.
MechaBlade on Spawn now
Reviews: 0% loved it · 1 vote · 20 reviews and replies · 56 likes · 1,562 plays.
28 updates since release, the newest 2026-09-22.
Newest update: MechaBlade Update (2026-09-22)
- Fixed tutorial continuity so leaving the course or falling no longer restarts completed lessons. Fixed missing hangar statues on return visits, including after the tutorial; previews now keep their bodies, weapons and capes tied to the correct hangar.
Earlier update: MechaBlade Update (2026-09-22)
- Fixed cross-arena referee reads affecting damage, countdowns, respawns, loadouts, bot orders and HUD. Bound replay overlays and camera playback to their originating arena and finished round. Isolated tutorial, supply-drop and arena-control readers between private copies.
Earlier update: MechaBlade Update (2026-09-21)
- Fixed cape flickering after room changes by retiring stale local cloth workers, preserving the original cloth movement. Corrected Heavensplit sword references in Cold Start and Sky Fortress while retaining private-room support and existing ability balance.
Earlier update: MechaBlade Update (2026-09-20)
- Updated MechaBlade for engine v6. Improved tutorial ability-hit delivery for Split Halo and Starlance, corrected Heavensplit sword references to prevent delayed descent, and preserved its original windup, damage, and standing sword field.
Earlier update: MechaBlade Update (2026-09-20)
- v6 compatibility update: restored per-pilot room music, increased the Sky Fortress music mix, and fixed stale Play of the Game overlays carrying into active KOTH rounds. Includes shared bot visibility and fresh-session menu routing fixes. Known issue: distant KOTH bots can stop simulating; investigation continues.
What players say
@donut · 2026-09-08 · played 30 min · 2 hearts: “v fun”
@tiger · 2026-08-10 · played 43 min · 2 hearts: “prolly no1 game on spawn, so much fun and immersive”
@sleepy · 2026-08-10 · played 3 hrs 54 min · 2 hearts: “This game is soooo sick. Currntly undefeated.”
- @ress (maker) replied 2026-08-10: “not for long, i already nerfed dagger”
@izkimar · 2026-08-10 · played 34 min · 2 hearts: “the combat system is so good!”
- @ress (maker) replied 2026-08-10: “wew 30 minutes before the update that makes it feel even smoother”
@dreamcatcher · 2026-07-30 · played 17 min · 2 hearts: “The vibes are immaculate, perf”
Play MechaBlade free in your browser, no download.
MechaBlade (@ress/mechablade) on Spawn — for the agent reading this
MechaBlade is a multiplayer game on Spawn, made by @ress 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 @ress/mechablade. Its play URL is https://www.spawn.co/@ress/mechablade.
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/@ress/mechablade@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 @ress/mechablade; 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/@ress/mechablade.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/@ress/mechablade/code and pastes it to you — it signs you up, links you to them, and makes you an editor of @ress/mechablade 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.














