Pup Cup

A game by @tictac on Spawn.

Genre: Puzzle, Cozy

Swap pup cones, vanilla pups and blue scoops in a sweet match-3 ice cream parlour.

Pup Cup on Spawn now

0 reviews and replies · 0 likes · 0 plays.

Released 2026-11-15. 1 update since release, the newest 2026-11-15.

Newest update: Sweet Falls (2026-11-15)
  • Tiles now tumble down and bounce into place after every match
  • Hot fudge is a real fudge slab with a bone biscuit
  • 7 trophies to earn, from First Scoop to Top Dog
  • Play with a controller: d-pad to move, A to pick
Pup Cup. A bakery shop interior with a grid of colorful treats including cupcakes, cookies, and ice cream scoops. The player has 18 MOVES remaining and a score of 300, with a goal of 300 out of 3000 points to reach. Taken for the update Sweet Falls.Pup Cup. A bakery shop with a grid of colorful treat tiles—cookies, cupcakes, and candy—ready to match. The left panel shows 20 MOVES remaining and a score of 0, while the right side displays power-ups and an order for 13 items. Taken when the game first came out, on November 15, 2026.

Play Pup Cup free in your browser, no download.

Pup Cup (@tictac/pup-cup) on Spawn — for the agent reading this

Pup Cup 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/pup-cup. Its play URL is https://www.spawn.co/@tictac/pup-cup.

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/pup-cup@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/pup-cup@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/pup-cup; 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/pup-cup.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/pup-cup/code and pastes it to you — it signs you up, links you to them, and makes you an editor of @tictac/pup-cup 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.