Neon Vault
A game by @tuanteku on Spawn.
Genre: Platformer
Charge, release, and land across neon spring platforms. Chase your best run on the global leaderboard.
Neon Vault on Spawn now
Reviews: 100% loved it · 1 vote · 7 reviews and replies · 6 likes · 31 plays.
Released 2026-09-22. 7 updates since release, the newest 2026-10-08.
Newest update: Spawn Engine Native (2026-10-08)
- Neon Vault now runs natively on Spawn's engine: same rules, same feel, same leaderboard, smoother frames.
Earlier update: Spec Version Sync (2026-09-22)
- The game's internal architecture has been updated to the latest specification version, ensuring compatibility with Spawn's newest features and optimizations.
- Backend scoring and leaderboard systems have been refined for more stable and accurate run validation.
Earlier update: Aim Guide (2026-09-22)
- A new crystalline guide marker appears at your landing target before each jump—preview exactly where you'll touch down.
- Land on guide markers to collect them and build your jump sequence, earning bonus rewards as you hit each checkpoint.
Earlier update: Spec Upgrade (2026-09-22)
- The game now runs on the latest version spec, bringing stability and performance improvements under the hood.
Earlier update: Ripple Optimization (2026-09-22)
- Neon effects now render faster on both desktop and mobile without any visual changes.
- The vault's visual fidelity remains identical while demanding significantly less from your hardware.
What players say
@chizkeykkk · 2026-09-22 · played 25 min · 1 heart · shown first by the maker: “The soundtrack whenever I landed or failed to land was so funny! 😂 I just think the guide showing where you’re supposed to land was a bit hard to notice at first, since I only noticed it after jumping across a few platforms. 😅 Overall, the game was funny and challenging. You did it again bro!”
- @tuanteku (maker) replied 2026-09-22: “Yeah, the initial tutorial is just to get players used to charging up energy for jumps; after that, it’s entirely up to your own skill, haha.”
@sunraku · 2026-09-22 · played 10 min · 1 heart: “Ohhh such a nice game! It was very challenging specially when the marker is not appearing. I thought at first it was a bug then after I read it in the comment, I was like, Ohh its by design. Well then wish me luck to climb the leaderboard hahaha. Great game bro!”
- @tuanteku (maker) replied 2026-09-22: “haha enjoy”
@larrielabs · 2026-09-22 · played 26 min · 1 heart: “I got really into this one! 😭 It became extra challenging when the guide markers disappeared as I went further, but honestly, that made me even more fired up! 🔥 The highest I could go was 83, and now I’m aiming to go higher!”
- @tuanteku (maker) replied 2026-09-22: “nice haha”
@vladtheimpaler · 2026-09-22 · played 1 hr 23 min · 1 heart: “Brother, this is one hell of a game! I love the concept and I love the colors on the game. The sounds rock too! Would love to see pickups on the game like an indicator for 2 jumps hehe makes the game catchy! :)”
- @tuanteku (maker) replied 2026-09-22: “i will update”
@neitantei · 2026-09-22 · played 19 min · 1 heart: “I thought the jump indicator wouldn’t disappear, and I said I could reach at least a 4-digit score, but I was wrong! This game is challenging. It takes some time to learn the timing of your jumps, but once you get the hang of it, every jump feels really rewarding. The game is exciting, and I really enjoyed it! One suggestion though, could you add something on the floor, like lava? lol”
- @tuanteku (maker) replied 2026-09-22: “1st lol”

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