Xtreme Moto Canyon
A game by @tuanteku on Spawn.
Genre: Racer, Action
Trial bike stunts across red-rock canyon ridges: flip, land, beat the clock.
Xtreme Moto Canyon on Spawn now
Reviews: 100% loved it · 3 votes · 6 reviews and replies · 5 likes · 15 plays.
Released 2026-10-02. 7 updates since release, the newest 2026-10-02.
Newest update: Garage Upgrades (2026-10-02)
- Earn coins by finishing courses and landing tricks, then spend them in the garage to upgrade your engine, tyres, and air control.
- Each upgrade level makes your bike faster, grippier on climbs, or more responsive in the air — stack them all to dominate the canyon.
Earlier update: Crash Physics Engine (2026-10-02)
- Your bike now responds realistically when you wreck — weight, momentum, and impact angle all matter.
- Crash contact circles have been tuned for fairer, more predictable wipeouts across all five courses.
- Recovery from a crash feels different depending on how hard you hit — gentle slides vs. hard tumbles.
Earlier update: Five New Peaks (2026-10-02)
- Five brutal new tracks await: Stone Quarry, Junkyard, Snow Peak, Toxic Swamp, and Volcano—each with its own deadly obstacles and par times to crush.
- Master Stone Quarry's crate-filled gauntlet, survive the Junkyard's twisted metal terrain, conquer Snow Peak's icy slopes, navigate the Toxic Swamp's hazardous drops, and tame the Volcano's molten chaos.
Earlier update: Endless Terrain Streaming (2026-10-02)
- The endless ride now generates terrain as you ride instead of loading it all at once, letting you push further than ever before.
- Terrain chunks stream in and out smoothly as you barrel down the infinite course — no more waiting, just pure momentum.
Earlier update: Crash Tumble Physics (2026-10-02)
- When you crash hard, your bike and body now bounce and tumble across the ground instead of clipping through it.
- Every part of the machine—tank, fenders, helmet, engine—has weight and catches the dirt when you go down.
What players say
@vladtheimpaler · 2026-10-02 · played 28 min: “Brother, the game is fun to play and me and my friends are having a blast! hahaha I love the music!”
@vladtheimpaler · 2026-10-02 · played 28 min: “brother, the game is really fun to play. I love it when I can play this game with my friends and beat them. lol. I love the music vibe”
- @tuanteku (maker) replied 2026-10-02: “have fun”
@neitantei · loved it · 2026-10-02 · played 5 min: “The game is simple but challenging. You need to control the bike carefully to avoid crashing, and I love seeing my name on the leaderboard! It would be even more fun if we could upgrade our bikes.”
- @tuanteku (maker) replied 2026-10-02: “thanks for feedback, update now”
@sunraku · loved it · 2026-10-02 · played 50 min: “Love the game! You need to be careful on each obstacle to get pass it. The controls also were easy and I love the map setting. I hope there are more maps soon hehe”
- @tuanteku (maker) replied 2026-10-02: “yes, i will add more map bro”
@alongzera · 2026-10-02 · played 8 min: “i like how simple the game is yet challenging at the same time. would love for more maps soon”
- @tuanteku (maker) replied 2026-10-02: “haha, thanks,... enjoy. I like make challenging only :D”


Play Xtreme Moto Canyon free in your browser, no download.
Xtreme Moto Canyon (@tuanteku/xtreme-moto-canyon) on Spawn — for the agent reading this
Xtreme Moto Canyon 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/xtreme-moto-canyon. Its play URL is https://www.spawn.co/@tuanteku/xtreme-moto-canyon.
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/@tuanteku/xtreme-moto-canyon@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 @tuanteku/xtreme-moto-canyon; 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/xtreme-moto-canyon.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/xtreme-moto-canyon/code and pastes it to you — it signs you up, links you to them, and makes you an editor of @tuanteku/xtreme-moto-canyon 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 — 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.
