TERMINALLY ONLINE
A game by @tictac on Spawn.
Genre: Shooter, Action
Touch grass. Return fire. Roll out of apartment 2B, grab a Glock, and survive escalating street shootouts to protect your PC.
TERMINALLY ONLINE on Spawn now
10 reviews and replies · 3 likes · 20 plays.
Released 2026-09-18. 8 updates since release, the newest 2026-09-20.
Newest update: Polish Pass (2026-09-20)
- Camera transitions between pickup and victory now snap cleanly without ghosting or overlap.
- Defense PC feedback is tighter: hits flash red, spark, and beat once per volley instead of stacking alarms.
- Gun drop label floats higher so it's not buried under the corpse.
- Breach alerts now stack visibly—see all incoming threats at once, sorted by blocked status and arrival time.
- Defense status HUD shows PC health, hit state, and critical warnings in real time.
Earlier update: Defense Patch (2026-09-20)
- Zombie corpses now linger on the ground for a few seconds before disappearing, giving the battlefield a grittier feel.
- PC Defense mode now properly validates attacks to prevent exploits and desync between players and the defense session.
- Weapon animations are now centralized and consistent across all firearms—better reload timing, smoother bolt cycles, and unified magazine handling.
- Menu layout now scrolls smoothly on short screens, keeping the start button always accessible without cramped controls.
- Intro camera angles have been fine-tuned for better framing during the apartment cinematic.
Earlier update: Breach Protocol (2026-09-20)
- Zombie spawns now announce themselves at marked breach points around the map before they arrive, giving you critical seconds to reposition.
- Four breach markers light up in real-time to show you exactly where the next wave is coming from and how much time you have to prepare.
- Incoming zombie types are now previewed at each breach location so you know if a brute is about to emerge from that alley.
Earlier update: Clutch & Canisters (2026-09-20)
- Explosive canisters now litter the streets—shoot them to trigger chain reactions that stun and damage nearby enemies.
- Land a timed reload perfectly to speed up your next mag swap and keep the pressure on.
- Slide into combat to shrink your hitbox and reposition in a flash.
- Build rage with three quick kills, then unleash a shockwave with F to stun everyone in range.
- Wave ranks now grade your performance across pace, finesse, health, and style—chase that S-tier.
Earlier update: Tactical Copium (2026-09-19)
- Throw grenades at your enemies — lob them around corners, bounce them off walls, and detonate in 2.3 seconds.
- Grenades deal massive damage in a blast radius but hurt you too, so bank shots and back off before they cook.
- Find olive supply tins scattered around the map to refill your frag capacity of 3 grenades.
- A victory camera now frames your last kill in slow-mo before returning to the apartment.
- A style scoring system tracks your kill chains — headshots and grenade kills multiply your points, and every third kill earns you a care package with healing and ammo.
What players say
@neitantei · 2026-09-20 · played 11 min · 1 heart: “I feel like I’m inside the dream of someone who wants to be active IRL but doesn’t want to go outside. 😂 I had a blast playing your game, and the “sending a friend request” line after throwing a grenade is absolutely hilarious! I also tried killing mobs in different ways, and it was so much fun, lol.”
@yujiro · 2026-09-20 · played 23 min · 1 heart: “I love shooting the enemies and progressing through the levels as more enemies get unlocked. The zombies can be a little tricky to deal with since some walk while others run, but the canisters are really helpful when there’s a group together because shooting one can take several of them out at once.”
@parz1val · 2026-09-19 · played 18 min · 1 heart: “Dude, this is actually hilarious. It’s like he’s trying to use all his FPS experience in real life XD. The whole situation is so random and funny. Love it!”
@yzykyl · 2026-09-19 · played 33 min · 1 heart: “Came back to the game and see you've made the intro scene clearer! That's great. Wanted to see how far I can go in PC Defense Brutal difficulty and holy the brute does chonky damage to the PC hahaha. Looking forward to more updates.”
- @tictac (maker) replied 2026-09-19: “Thanks! :)”
@jissi · 2026-09-19 · played 2 hrs 7 min · 1 heart: “Lol, why am I in this game!”
Play TERMINALLY ONLINE free in your browser, no download.
TERMINALLY ONLINE (@tictac/terminally-online) on Spawn — for the agent reading this
TERMINALLY ONLINE 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/terminally-online. Its play URL is https://www.spawn.co/@tictac/terminally-online.
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/@tictac/terminally-online@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 @tictac/terminally-online; 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/terminally-online.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/terminally-online/code and pastes it to you — it signs you up, links you to them, and makes you an editor of @tictac/terminally-online 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.
