Shock and Awe

A game by @seraphim on Spawn.

Genre: Shooter, Tower Defense, Action

Every shot costs you 1 HP. Hold the battery castle against the Surge.

From the maker

Hello!

*Shock and Awe* is a game concept I came up with back in 2018.

You play as Ion, an electric-blue soldier armed with a Voltcutter. Ion and his entire family have been tasked with protecting the kingdom of Bat-turee from the corrupt Surge warriors, while also collecting energy to keep the kingdom up and running.

I liked the idea of tying a health resource to an ammunition count. Since batteries lose their charge but also provide energy, I thought the mechanic fit the concept perfectly. From there, I built the world around that idea.

I intend to keep this game updated with new bosses and upgrades that you can purchase as you progress! If you have any suggestions, please let me know. I'd love to hear your thoughts!

Shock and Awe on Spawn now

0 reviews and replies · 0 likes · 2 plays.

Released 2026-10-31. 1 update since release, the newest 2026-10-31.

Newest update: Pylon Hijack (2026-10-31)
  • A wounded Blackout now hooks into pylons it walks past and drinks them to heal
  • While it's hooked, your cord can't plug into that pylon
  • It grows gray health as it drinks: shoot it off fast to snap the cord and lock it out of that pylon for good
  • Stranded in a locked room after a new run? you're sent back to the castle
  • A tip jar by the castle: press E to tip the dev
Shock and Awe: a moment in the game (1 of 2)Shock and Awe: a moment in the game (2 of 2)

Play Shock and Awe free in your browser, no download.

Shock and Awe (@seraphim/shock-and-awe) on Spawn — for the agent reading this

Shock and Awe is a multiplayer game on Spawn, made by @seraphim 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 @seraphim/shock-and-awe. Its play URL is https://www.spawn.co/@seraphim/shock-and-awe.

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/@seraphim/shock-and-awe@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 @seraphim/shock-and-awe; 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/@seraphim/shock-and-awe.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/@seraphim/shock-and-awe/code and pastes it to you — it signs you up, links you to them, and makes you an editor of @seraphim/shock-and-awe 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.