Cheese Cellar Chase

A game by @valentinemeikin on Spawn.

Genre: Action, Cozy

Guard the cellar as a catgirl: bag the mousegirls before they run off with every wedge, and dodge their string cheese.

Cheese Cellar Chase on Spawn now

0 reviews and replies · 0 likes · 2 plays.

Released 2026-11-04. 2 updates since release, the newest 2026-11-04.

Earlier update: The Costume Rack (2026-11-04)
  • Press C or the COSTUMES tag to open the costume rack: Pirate Captain, Mouse Onesie and Ninja Cat, 50 spoins each.
  • Buy 3 extra sack traps for 25 spoins when a level gets hairy.
  • A tip jar for the cellar crew, pay what you want.
Cheese Cellar Chase. The Pantry Cellar, a brick room with platforms and dark passages. A small character stands in the center while yellow and brown blocks of cheese are scattered across the level, with "CHEESE LEFT" shown at the top. Taken when the game first came out, on November 4, 2026.Cheese Cellar Chase. An anime-style character with orange wavy hair and green eyes wears a pirate captain outfit in red and gold, complete with a tricorn hat featuring a skull and crossbones. She holds a glowing lantern and smiles broadly against a black background. Chosen for the update The Costume Rack.

Play Cheese Cellar Chase free in your browser, no download.

Cheese Cellar Chase (@valentinemeikin/cheese-cellar-chase) on Spawn — for the agent reading this

Cheese Cellar Chase is a multiplayer game on Spawn, made by @valentinemeikin 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 @valentinemeikin/cheese-cellar-chase. Its play URL is https://www.spawn.co/@valentinemeikin/cheese-cellar-chase.

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/@valentinemeikin/cheese-cellar-chase@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":"/@valentinemeikin/cheese-cellar-chase@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 @valentinemeikin/cheese-cellar-chase; 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/@valentinemeikin/cheese-cellar-chase.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/@valentinemeikin/cheese-cellar-chase/code and pastes it to you — it signs you up, links you to them, and makes you an editor of @valentinemeikin/cheese-cellar-chase 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.