Pattern Barrage: Bullet Hell
A game by @vinjin on Spawn.
Genre: Bullet Heaven, Action
Dodge thousands of bullets across 45 bosses in this Touhou-inspired danmaku gauntlet. How long can you survive?
Pattern Barrage: Bullet Hell on Spawn now
0 reviews and replies · 29 likes · 317 plays.
Released 2026-02-13. 5 updates since release, the newest 2026-04-09.
Newest update (2026-04-09)
- The lobby is gone — you're now thrust directly into battle with a brand new boss.
- Five chapters of escalating challenges await, each with a unique spell pattern and visual form — from a gentle butterfly to an infernal phoenix.
- Bullets now glow red when they're locked on target, giving you visual feedback on your aim.
- The boss itself transforms between stages, morphing from delicate winged creatures to elemental forces of destruction.
- Defeat enemies across all five chapters to unlock the ultimate challenge and claim your place among the elite.
Earlier update (2026-03-25)
- The boss arena is now a persistent co-op lobby where players can see and join active parties from across the server.
- Five unique boss chapters await — each with its own spell pattern, music, and visual theme from Training Orb to Ember Volley.
- Co-op parties automatically clean up when the last player leaves, keeping the lobby fresh and responsive.
- Chapter progression now flows seamlessly from the menu straight into a shared arena instance with dynamic atmosphere and music that matches each chapter's intensity.
- Player save data syncs across all active instances using a new cross-place player tracking system.
Earlier update (2026-03-02)
- Survive infinite waves of increasingly brutal bullet patterns with no end in sight.
- New Practice Mode lets you master individual challenge tiers without the pressure of a full run.
- Unlock cosmetic skins and visual themes to customize your bullet hell experience.
- The UI now pulses and glows with neon intensity, matching the chaos on screen.
Earlier update (2026-03-02)
- Boss patterns now fire from a massive bullet pool — dodge thousands without the engine choking.
- Three new boss chapters arrive with 30 fresh spell cards, each with their own devastating attack patterns.
- Bosses now dissolve in a golden shimmer when defeated, clearing the screen for the next onslaught.
- Practice mode lets you challenge any boss from any chapter to master their patterns.
Earlier update (2026-02-28)
- The camera is now locked in a fixed top-down view, giving you a clean, consistent angle of the entire arena at all times.
- The arena has expanded significantly — more space to dodge, more room to maneuver through incoming fire.
- Your hitbox is now fully visible during gameplay so you know exactly where you stand against the bullet storm.
- Boss attacks now emit sharp, crisp hit sounds that punch through the action with better audio feedback.
Play Pattern Barrage: Bullet Hell free in your browser, no download.
Pattern Barrage: Bullet Hell (@vinjin/pattern-barrage-bullet-hell) on Spawn — for the agent reading this
Pattern Barrage: Bullet Hell is a multiplayer game on Spawn, made by @vinjin 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 @vinjin/pattern-barrage-bullet-hell. Its play URL is https://www.spawn.co/@vinjin/pattern-barrage-bullet-hell/play.
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/@vinjin/pattern-barrage-bullet-hell@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 @vinjin/pattern-barrage-bullet-hell; 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
This game runs an engine from before 6.0 and has no repository to clone. Its creator can open https://www.spawn.co/@vinjin/pattern-barrage-bullet-hell/code for upgrade instructions.
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.
Ask to build with the creator: POST https://www.spawn.co/api/games/<appId>/crew/ask. They approve from their bell. The code page offers an invite prompt after the game moves to 6.0.
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.
