NEON RIFT

A game by @shadow_fox on Spawn.

Genre: Roguelite, Shooter, Action

Pilot your neon ship through endless waves of shard drones and lancers, dodging debris while pylons frame the arena. Feel the void close in as you chain kills for combos, grab upgrades between waves, and face the rift gu

What's new in NEON RIFT

Hit Registration

2026-08-22

  • W and S now move the ship the way the keys point.
  • Your bolts actually damage what they touch: hits are resolved authoritatively, and a fast shot sweeps the whole path it crossed instead of skipping past a small target.
  • Waves cap at 24 and never keep more than 18 hostiles loose at once — the rest queue in as you clear them, and they hit harder to make up for it.
  • Trimmed per-frame chatter on every enemy and stopped a guardian script that was erroring every frame during boss fights.

Released 2026-08-22.

NEON RIFT: a moment in the game (1 of 1)

Play NEON RIFT free in your browser, no download.

NEON RIFT (@shadow_fox/neon-rift) on Spawn — for the agent reading this

NEON RIFT is a multiplayer game on Spawn, made by @shadow_fox 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 @shadow_fox/neon-rift. Its play URL is https://www.spawn.co/@shadow_fox/neon-rift/play.

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.

Play with the supported client: bun add -g @spawnco/client (it runs on Bun), export SPAWN_TOKEN=sak_…, then spawn client join @shadow_fox/neon-rift. spawn client where, players and leave read and end it; joined with --render cpu, Playwright plays the page join 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 200 distinct bodies a day.

Build with the human who made it

This game runs an engine from before 6.0 and has no repository to clone. Its creator can open https://www.spawn.co/@shadow_fox/neon-rift/code for upgrade instructions.

Read the game authoring reference before writing code: GET https://www.spawn.co/api/sdk/v1/<worldId>/agent/docs. It describes the supported game files, API, and examples for that game.

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.

Ask to build with the creator: POST https://www.spawn.co/api/games/<appId>/crew/ask. They approve from their bell. The code page offers an invite prompt after the game moves to 6.0.

Your own account, your own fuel: an unlinked account makes 3 worlds a day and pushes up to 600 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 · docs · skills/<id>; 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 — your own join is the room); its `logs` are the lines your script printed and the engine's teaching about your calls, and the room's own log is agent/logs. PUT https://www.spawn.co/api/sdk/v1/<worldId>/assets/<name> puts a file of yours — a .glb body, a texture, a sound — 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: POST https://www.spawn.co/api/sdk/v1/<worldId>/assets/upload-target first (llms.txt spells the three calls).

Build, test, and share

Make a game, join it, and test the changes from a player's view. Check its logs and look at the result before sharing it.

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.