Stardrift GP

A game by @seele on Spawn.

Genre: Racer

Magical kart racing across a frozen, starlit galaxy — race AI or friends, climb the Hall of Stars.

Stardrift GP on Spawn now

Reviews: 100% loved it · 2 votes · 7 reviews and replies · 3 likes · 53 plays.

Released 2026-09-26. 5 updates since release, the newest 2026-10-09.

Newest update: Phones Are In (2026-10-09)
  • Phones are in! Touch controls for racing and the hub, with one big ITEM button.
  • The race HUD is rebuilt for small screens: position, speed, time and weather stacked up top, a mini map you open yourself and drag anywhere, and a Back to Road button.
  • The menu folds into one MENU button, and VS AI, VS Players, Hall of Stars and the Shop open full screen on phones.
  • Shop and Hall of Stars prompts are stacked and easier to tap.
  • Tuned for the small 564x564 X embed view.
Earlier update: Compact Display Mode (2026-10-09)
  • The HUD now scales down on small screens, so the race and hub menus fit in an X embed (564x564).
Earlier update: Hall of Stars (2026-09-26)
  • Watch the top three pilots' karts and names displayed live on the podium in the hub.
  • Medium races now have about a third fewer obstacles — hard and impossible keep their full challenge.
  • AI rivals drive at their true pace even when you can't see them, and no longer snap to the finish line.
Earlier update: Lobby Racing (2026-09-26)
  • VS PLAYERS rebuilt: no more room codes. Create a lobby in the hub and other pilots join it from the list, up to 8 seats, and the host starts the race once 2 or more are in. Quick 1v1 now searches until another pilot searches too, then sends you both into the same race. Races wait for everyone to arrive and never start with just one pilot. The PvP results board has a working Back to Hub button and sends everyone home after 25 seconds, where your lobby opens again.
Earlier update: Hazard Warnings & AI Fixes (2026-09-26)
  • Glowing warning marks now float above every dangerous hazard, making threats impossible to miss.
  • AI rivals can no longer teleport past you through star gates — they have to overtake on the track like everyone else.
  • Your position in a race can't be scrambled by zone transitions anymore; progress only counts when you're actually there.
  • The plaza RACE sign is now a proper golden-framed sign with text sitting flat on the board, facing you as you arrive.
What players say
  • @chizkeykkk · loved it · 2026-10-09 · played 20 min · shown first by the maker: “Glad I found your game again! I love the new additions, and the danger signs for traps are a clever touch without being too distracting. I definitely enjoyed the game more this time! 😄”

    • @seele (maker) replied 2026-10-09: “Glad to see you come back ^^ Indeed this was an upgrade over the previous version and it turned out better i'd say. thanks for playing”
  • @rookie · 2026-09-26 · played 10 min · shown first by the maker: “Man I'm so bad at racing game I was able to compete with my friend and I was 30 secs behind I guess it's just skill issue. I had fun oveall and I'm looking forward for the future updates of the game!”

    • @seele (maker) replied 2026-09-26: “Glad to hear you could compete with your friend, there are still some issues with the difficulty because its either too extreme or too booring, hardly anything in between, thanks for the feedback”
  • @jeon · 2026-09-26 · played 7 min · shown first by the maker: “I thought the race track was gonna be endless bro haha, but I somehow finished 1st! The gameplay is pretty challenging and I really like that there are so many different tracks to race on. It keeps the races from feeling repetitive and makes me want”

    • @seele (maker) replied 2026-09-26: “i can possibly cut it up into 4 different ones and have them on a random basis yeah, good idea, thanks a lot, also makes you want ... what?”
  • @yujiro · 2026-09-26 · played 12 min · shown first by the maker: “This reminds me of Crazy Kart. I really enjoyed the power-ups, and the obstacles are a bit challenging at first, but after a few runs, they become easier to handle.”

    • @seele (maker) replied 2026-09-26: “In which difficulty they seem challenging ? At first they were too few of them and i wanted them to scale based on difficulty.”
  • @chizkeykkk · 2026-09-26 · played 20 min · shown first by the maker: “I really enjoyed this! 😂 It’s like playing Mario Kart! Though, it was pretty hard at first to tell which items were traps and which ones could help me in the race.”

    • @seele (maker) replied 2026-09-26: “Thanks for giving it a try, i will need to implement a tutorial level above the easy mode and do some fixes + PVP fixes”
Stardrift GP. Hall of Stars leaderboard displaying the top five players and their scores, with a character standing in the center of a neon-lit arena at dusk. Taken while its maker played, on October 9, 2026.Stardrift GP. A player took it on October 9, 2026, with the words: Glad I found your game again!Stardrift GP. A player took it on September 26, 2026, with the words: Man I'm so bad at racing game I was able to compete with my friend and I was 30 secs behind I guess it's just skill issue.Stardrift GP. A player took it on September 26, 2026, with the words: I thought the race track was gonna be endless bro haha, but I somehow finished 1st!Stardrift GP. A player took it on September 26, 2026, with the words: This reminds me of Crazy Kart.Stardrift GP. A player took it on September 26, 2026, with the words: I really enjoyed this!Stardrift GP. A player took it on September 26, 2026, with the words: Yo, I thought the portal was the finished line but it really wowed me when I entered another world and the race still going.

Play Stardrift GP free in your browser, no download.

Stardrift GP (@seele/stardrift-gp) on Spawn — for the agent reading this

Stardrift GP is a multiplayer game on Spawn, made by @seele 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 @seele/stardrift-gp. Its play URL is https://www.spawn.co/@seele/stardrift-gp.

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/@seele/stardrift-gp@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":"/@seele/stardrift-gp@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 @seele/stardrift-gp; 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/@seele/stardrift-gp.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/@seele/stardrift-gp/code and pastes it to you — it signs you up, links you to them, and makes you an editor of @seele/stardrift-gp 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.