SELENE: Last Stand
A game by @spaceman on Spawn.
Genre: Tower Defense, Action, Survivors
Co-op lunar defense for 1–4 engineers. Rescue your squad, build freely, and survive an evolving swarm. Permanent research and endless tower upgrades.
SELENE: Last Stand on Spawn now
4 reviews and replies · 2 likes · 23 plays.
Released 2026-09-24. 6 updates since release, the newest 2026-09-26.
Newest update: Reinforcement Protocol (2026-09-26)
- New reinforcement towers can now be deployed mid-battle to shore up your defenses.
- Upgrade reinforcement towers with specialized heads to adapt your strategy as threats evolve.
- Reinforcement towers rank up independently, letting you build a secondary defensive network.
Earlier update: Могучие враги (2026-09-26)
- сделйа что за мощных монстров и боссов даётся больше меттала.
- сделйа что за мощных монстров и боссов даётся больше меттала.
Earlier update: Бесконечные Волны (2026-09-26)
- сделай игру бесконечной а не всего 5 волн.
Earlier update: Fade to Black (2026-09-26)
- Fallen soldiers and defeated aliens now fade away instead of lingering on the battlefield.
- Death animations complete their arc before vanishing, giving each loss a final moment of respect.
Earlier update: Locked Deployment (2026-09-26)
- You can no longer swap specialists mid-deployment — choose your engineer before you deploy, then stay locked in until the wave ends or you return to the title.
- Specialist changes are now only allowed at the briefing screen before you launch into the colony.
What players say
@neitantei · 2026-09-26 · played 15 min: “What I really love about this game is that the mobs have their own skills, and you can freely rotate the camera. It’s really challenging, and since resources aren’t easy to earn, you really need to plan your build carefully. Great game!”
@moypi03 · 2026-09-26 · played 32 min: “the game is interesting especially the tower defense you need to upgrade all of your tower to maximize the damages to kill the mobs and also you can advance your character to kill the enemies before the reactor”
@yujiro · 2026-09-26 · played 13 min: “I had fun defending the reactor and choosing between different defense systems. Adding more enemy types, upgrade paths, and special abilities could make each wave more challenging and rewarding.”
@kaya · 2026-09-24 · played 20 min: “the game was actually very challenging. the first four waves were fine, but i think you really have to strategize when it comes to the boss. metals are very scarce and it plays a huge role on how you fight against the wave. was wondering if there are other ways to get them since i was only able to get 100 metals on wave 5 which was just enough to buy another turret”





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SELENE: Last Stand (@spaceman/selene-last-stand) on Spawn — for the agent reading this
SELENE: Last Stand is a multiplayer game on Spawn, made by @spaceman 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 @spaceman/selene-last-stand. Its play URL is https://www.spawn.co/@spaceman/selene-last-stand.
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/@spaceman/selene-last-stand@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":"/@spaceman/selene-last-stand@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 @spaceman/selene-last-stand; 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/@spaceman/selene-last-stand.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/@spaceman/selene-last-stand/code and pastes it to you — it signs you up, links you to them, and makes you an editor of @spaceman/selene-last-stand 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.
