Iron Tide
A game by @tictac on Spawn.
Genre: Sim, Action, Strategy
Walk 1:1 warships from five WW2 navies: destroyers to Yamato, carriers, a diving Gato sub. Man the helm, guns or periscope, fly from the cockpit, command from the war table. Ship, fleet, airbase and carrier wars. Sink them before you bleed out.
Iron Tide on Spawn now
Reviews: 100% loved it · 1 vote · 5 reviews and replies · 3 likes · 47 plays.
Released 2026-09-27. 5 updates since release, the newest 2026-09-29.
Newest update: Shored Hulls, Brighter Seas (2026-09-29)
- Dived submarines now flood through damaged hulls as the sea leans on them—shored plates weep under pressure.
- Storm seas turn from ink-black to readable slate; daytime gales stay legible instead of washing out.
- The fleet command eye rises above storm clouds to see the theater; island peaks keep their height tints through the weather.
- Every gun post displays a crosshair on the water where your next salvo lands, tracking your train and elevation in real time.
- After a battle ends, the result card holds—pick Back to Port or Fight Again to run the same battle again with a fresh hull.
Earlier update: Storms and Survival (2026-09-27)
- Bombers now warn you longer before they strike, and their blasts hit softer—beach runs are actually survivable now.
- Roll forward through the sand: the beach roll launches you and carries you through the full tuck, not stopping you dead.
- Thunderstorms roll across the sea with lightning that cracks overhead and thunder that arrives late with distance, while rain sheets lighter so you can still see.
- Ships heave, pitch and roll harder as gales build the waves around them.
- Every operation now has day/night and weather toggles—pick dawn, day, dusk, or night, and clear skies through to full gale.
Earlier update: Captain's Tools Expanded (2026-09-27)
- The doctor panel now opens for designated crew in any room, not just the builder.
- Ship fires burn more reliably without crashing when a flame spot vanishes.
- Flames now render and lean from the correct side of a burning ship.
- Theater map controls—clicks, drag-select, orders, and hotkeys—work everywhere you need them.
Earlier update: Storm Front (2026-09-27)
- Violent weather now sweeps across the archipelago, forcing you to adapt your fleet tactics mid-battle.
- Storm systems spawn dynamically during combat—visibility drops, waves surge, and the sea itself becomes a weapon.
- Your ships must navigate treacherous conditions; crews brace for impact as lightning splits the sky.
Earlier update: Beach Run (2026-09-27)
- Race eight checkpoints across a burning island while enemy Zeros strafe and bomb you.
- Dodge bullets and bomb blasts with a charged roll, manage stamina for sprinting, and shove teammates out of the way.
- Respawn at your last checkpoint when you fall—health, fire, water, and friendly fire all hurt.
- Enemy Zeros escalate attacks as you progress: headon runs become pincers and sun dives, bombs grow deadlier at later checkpoints.
- Leaderboard tracks your best time with penalties for hits and deaths.
What players say
@larrielabs · loved it · 2026-09-27 · played 10 min · 1 heart: “This feels like being on an actual battleship! ⚓🌊 The atmosphere is so cool, especially with the sunset! 👀✨ I’m excited to learn how everything works and explore more!”
- @larrielabs replied 2026-09-27: “I noticed the Controls pop-up blocks part of the UI at the top left corner. It would be nice if it could be moved somewhere else so the information underneath is easier to see. ✨”
- @tictac (maker) replied 2026-09-27: “@larrielabs Thank youu will look into it!! Thanks for playing and the continued feedback!!”
@vladtheimpaler · 2026-09-27 · played 7 min · 1 heart: “Brother, the game is cool! took over the help and I can't beleive how much details you have put on this game. it's pretty wild if you ask me! Would love to see natural disasters and weather shifts on the seas”
- @tictac (maker) replied 2026-09-27: “that sounds like an awesome idea will look into it thanks for playing and the continued feedback!! I might make a Dynamic sharknado. that would be hilarious lol”
@makeriffic · 2026-09-29 · played 38 min: “Yo, how do I fire at the enemy? I think I am lost. I have tried the 2 and 3 post and all I can see is the hull of my own ship. I don't understand most of it but I definitely got interested here.”
- @tictac (maker) replied 2026-09-29: “I am noticing some bugs people are experiencing I think I made it way too complicated but when the perspective is like that try the scroll wheel or change pov. I will be making a video soon that will explain everything the intro does not do it justice !! thanks for playing”
@parz1val · 2026-09-27 · played 12 min: “I really want to understand this battleship game, but I’m having a hard time boarding my ship. I even fell off while trying to get on XD.”
- @tictac (maker) replied 2026-09-27: “will make it more simple soon :) or a better explanation on what to do and how to do it!! thanks for playing!”
@lego · 2026-09-27 · played 13 min: “I thought this was just a Battleship game, but turns out there are a lot of different modes! I tried the plane, ship, and bird's-eye view modes, and they were fun. The some controls were kinda difficult, but I think I'll get used to them”





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