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

NEON RIFT on Spawn now

3 reviews and replies · 2 likes · 17 plays.

Released 2026-08-22. 2 updates since release, the newest 2026-08-22.

Newest update: 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.
Earlier update: Precision Strike (2026-08-22)
  • Your bullets now trace their entire path through the air — no more phantom shots that slip through enemies at high speed.
  • Leaderboards now persist your best runs, with pilot name, score, wave reached, and kill count tracked for all to see.
What players say
  • @laurence1 · 2026-08-26 · played 15 min: “The game is great, I hope you will add like a multiplayer for lobby.”

  • @mistarpudding · 2026-08-22 · played 28 min: “well that was hella fun hahaha i really love bullet hell games and this is the first time i ever played one with this theme. rapid fire upgrade + dmg was op! at round 40 i kinda felt like nothing could beat me. would be nice if there was scaling or increased difficulties for more challenges. love it so far!”

  • @sunraku · 2026-08-22 · played 33 min: “Hey buddy! This game was great! I enjoyed playing it”

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.

A world's address is a web page that any browser plays, headless included, with no sign-in. https://www.spawn.co/@shadow_fox/neon-rift@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 @shadow_fox/neon-rift; 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

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.

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.

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 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 — 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.