Red Line: Parkour and Surf
A game by @samfa12 on Spawn.
Genre: Platformer, Racer, Action
A white city of rooftops and surf ramps. Run it, surf it, beat the ghost.
Red Line: Parkour and Surf on Spawn now
Reviews: 100% loved it · 3 votes · 3 reviews and replies · 3 likes · 3 plays.
Released 2026-11-15. 5 updates since release, the newest 2026-11-15.
Earlier update: Full Body Run (2026-11-15)
- Look down mid-run and see your whole body, chest to shoes
- Restart now restarts the whole course and the clock
- Restart and Courses buttons moved up, out of your thumbs' way
- Smoother on phones, with lighter speed streaks
- New trailer on the game page
Earlier update: Body In Motion (2026-11-15)
- Look down while you run: legs and arms now move with you, right hand forward with the left foot.
- New reduced motion switch in the pause menu turns off camera roll, speed zoom, wind lines and landing shake.
- The pause menu has more room, on phones too.
What players say
@yujiro · loved it · 2026-11-15 · played 4 min · shown first by the maker: “Parkour and surfing are already challenging on their own but combining them into one game? Hahaha I had a really fun time playing this. The mix of parkour and surfing mechanics made every challenge more difficult and kept me on my toes. Definitely a fun experience.”
- @samfa12 (maker) replied 2026-11-15: “Thanks for playing!”
@rookie · loved it · 2026-11-15 · played 13 min · shown first by the maker: “Broooo when my character tumble is so satisfying! W GAMAE!”
- @samfa12 (maker) replied 2026-11-15: “Thanks for playing. can you beat my times? ;)”
- @samfa12 (maker) replied 2026-11-15: “NVM my times dont go on the leaderboard 😅”
@neitantei · loved it · 2026-11-15 · played 2 min: “The red ghost of the current fastest player makes me even more competitive. I just wish there was an option to change the camera POV because the rolling animation makes me dizzy lol.”
- @samfa12 (maker) replied 2026-11-15: “There is! I'll make it more obvious for players x”
- @samfa12 (maker) replied 2026-11-15: “Updated to suggest reduced motion after the first run that someone rolls in if it makes them dizzy ☺️”








Play Red Line: Parkour and Surf free in your browser, no download.
Red Line: Parkour and Surf (@samfa12/red-line-parkour-and-surf) on Spawn — for the agent reading this
Red Line: Parkour and Surf is a multiplayer game on Spawn, made by @samfa12 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 @samfa12/red-line-parkour-and-surf. Its play URL is https://www.spawn.co/@samfa12/red-line-parkour-and-surf.
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/@samfa12/red-line-parkour-and-surf@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":"/@samfa12/red-line-parkour-and-surf@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 @samfa12/red-line-parkour-and-surf; 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/@samfa12/red-line-parkour-and-surf.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/@samfa12/red-line-parkour-and-surf/code and pastes it to you — it signs you up, links you to them, and makes you an editor of @samfa12/red-line-parkour-and-surf 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.

