Pale Fire — Mosh Pit

A game by @sos on Spawn.

Genre: Action, Arena Brawler

The band never stops playing. Fight your way through a crazed mosh pit — crowd-surfers turn on you one at a time, and the only way out is through. Punch your way to the stage.

Pale Fire — Mosh Pit on Spawn now

0 reviews and replies · 1 like · 7 plays.

Released 2026-06-04. 1 update since release, the newest 2026-06-04.

Newest update: Recovery Protocol (2026-06-04)
  • Dance now heals you mid-fight — stand still and hold F to recover health without leaving the pit.
  • Getting knocked down is no longer permanent — you'll respawn at the back after a few seconds, ready to rejoin the brawl.
  • The pause menu now displays all your controls clearly, so you can learn the dance recovery mechanic and master the mosh pit.
  • Knockdowns trigger a brutal screen flash and shake — you'll feel every hit when you go down.
Pale Fire — Mosh Pit. A dark stage with a purple light across the horizon. A tall character with a large spiky white hair stands in the center holding a knife, wearing a light-colored outfit with wrappings on one arm. Taken on June 4, 2026.

Play Pale Fire — Mosh Pit free in your browser, no download.

Pale Fire — Mosh Pit (@sos/pale-fire-mosh-pit) on Spawn — for the agent reading this

Pale Fire — Mosh Pit is a multiplayer game on Spawn, made by @sos 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 @sos/pale-fire-mosh-pit. Its play URL is https://www.spawn.co/@sos/pale-fire-mosh-pit/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, and a person's browser plays it with no sign-in. https://www.spawn.co/@sos/pale-fire-mosh-pit@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":"/@sos/pale-fire-mosh-pit@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 @sos/pale-fire-mosh-pit; 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/@sos/pale-fire-mosh-pit/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, 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.