EXIT
A game by @simone on Spawn.
Genre: Roguelite, Horror, Action
Fight in the backrooms, Look for the exit...
EXIT on Spawn now
Reviews: Mixed · 36% loved it · 11 votes · 20 reviews and replies · 9 likes · 125 plays.
38 updates since release, the newest 2026-10-12.
Newest update: Instant Gore (2026-10-12)
- Killing blows now paint their blood and gore the moment you land the hit, not after the body stops moving.
- Every corpse and survivor wears its own flesh, blood, and organ colors matched to their skin tone.
- The Great Maze now blazes with warm beacon fires over every exit—find your way out across the hedges.
- Maze hunters prowl the entire labyrinth now, wider roaming and sharper sight; the Groundskeeper walks the whole expanse.
- Unlock 20 trophies: ten for reaching levels 10, 20, 30... up to 100, and ten more for defeating each boss.
Earlier update: Camryn at the Pier (2026-10-12)
- Camryn and her giant pink elephant are now remade from Simone's photos—she hugs it close in front of her.
- Camryn is invincible now, just like Paul—no wound, no fall, no death.
- You can earn trophies for your first casino win and for hitting a 100-token jackpot.
- Levels stop spawning hundreds of stacked duplicate loot—each level lays its items once, and old piles clean themselves up when you load in.
Earlier update: The Gilded Exit (2026-10-12)
- Step into a full casino with working slot machines, video reels, plinko walls, spinning wheels, and card tables—all taking EXIT tokens as bets.
- Friendly carnies now run playable booths in the park: ring toss, bottle throw, darts, duck hunt, and whack-a-mole each with their own game and prizes.
- Ride the Ferris wheel, drop tower, carousel, swings, bumper cars, and roller coaster—walk up, press E, and the game carries you along its track.
- Kick now: tap C to shove, hold it to charge up a launch; sprinting still lets you slide instead.
- Levels build their loot and crowds ahead of time, so the glass shows you the full realm before you step through.
Earlier update: Arrival Safety (2026-10-10)
- You now stand on solid ground when you arrive in a rift, even while the rest of the level is still forming around you.
- The screen dims with a message and a gentle light while the level builds beneath your feet—no more void.
- Hunters in library and rift levels now wake far enough away that you have time to breathe after arriving.
- Bosses can no longer hurt you once you've stepped out of their arena.
- Exit doors in the ash plain now stay inside the walls where they belong.
Earlier update: Solid Ground (2026-10-08)
- Every exit door now sits on solid floor—no more falling through the arrival slab or watching the ground rebuild under your feet.
- The Unblinking boss stays aggressive the moment you look away, and its health bar never disappears mid-fight.
- Night vision goggles actually brighten the dark into vivid green, keeping detail in shadows without washing out highlights.
- Roofs and ceilings across all maps are now solid—you can't see into hollow buildings or slip through overhangs anymore.
- Shop and boss doors appear 1 in 8 times, each with a themed wizard keeper behind the counter.
What players say
@makeriffic · loved it · 2026-10-13 · played 38 min: “Bro this game is too scary for me lol. Well, everything is scary until I had my first gun. However, I died on the stage 2. I lagged so much the monsters already tried to close in and killed me. I'll comeback again to have my revenge on them!”
@vladtheimpaler · needs work · 2026-10-12 · played 17 min: “Brother, the looks like resident evil bro!!! it looks lit! but the problem I encountered, the wall lines are glitching. Please fix it because I love the game!”
- @simone (maker) replied 2026-10-12: “It makes me happy to hear you've been enjoying the game, I'm gunna go through each map and try and work out why that's happening!”
@flickaboo · loved it · 2026-10-11 · played 8 min: “I initially thought there were invisible enemies, lol, but it turned out the game just needed more time to load. Once everything loaded completely, the gameplay went smoothly. I'm just not very good at this kind of game. Haha!”
- @simone (maker) replied 2026-10-12: “its supposed to be very difficult in the first bunch of runs you do, and get easier as you earn more tokens for permanent upgrades in the lobby shop. Thank you for playing :)”
@yzykyl · needs work · 2026-10-07 · played 28 min: “I looked at the leaderboards and wondered how everybody got to high levels when everybody was trying to kill me. I quickly realized I could just run and look for the exit door. Got to level 10 but I'm stuck. I don't see a door. Did I miss something?”
@parz1val · needs work · 2026-10-05 · played 57 min: “Why do I always encounter a bug? I just wanna enjoy this game I encountered another bug again T-T. This time the door doesn’t work. I roamed around the whole area and ended up at the end, and this is the only thing that looks like a door lol.”







Play EXIT free in your browser, no download.
EXIT (@simone/exit) on Spawn — for the agent reading this
EXIT is a multiplayer game on Spawn, made by @simone 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 @simone/exit. Its play URL is https://www.spawn.co/@simone/exit.
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/@simone/exit@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 @simone/exit; 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/@simone/exit.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/@simone/exit/code and pastes it to you — it signs you up, links you to them, and makes you an editor of @simone/exit 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 — 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.
