ПОКА ТЫ СПИШЬ

A game by @webcore on Spawn.

Genre: Adventure, Puzzle

Пустой бассейн, бесконечный коридор и двери в небо. Собери три воспоминания — или останься во сне.

ПОКА ТЫ СПИШЬ on Spawn now

4 reviews and replies · 1 like · 8 plays.

Released 2026-09-26. 5 updates since release, the newest 2026-09-27.

Newest update: The Meadow Restored (2026-09-27)
  • The grass blade description has been corrected to its original form.
Earlier update: Cream Boards & Blush Borders (2026-09-27)
  • Every sign and panel in the dream now has a cream board with a blush border, and text that fills the space so you can actually read it from where you stand.
  • The guide's note panels sit lower and further to the side, with much larger text that's easier to follow during your journey.
  • Trial PASSED stamps and all the booth plaques are now flush against their surfaces in the new cream-and-blush style.
  • A distant station chime echoes through the terminal every 40–70 seconds, and the wall clocks now show Moscow time with a thin blush second hand.
  • The terminal's sky, clouds, fog, moon, sun and hemisphere have shifted—the air feels different when you arrive.
Earlier update: The Confluence (2026-09-26)
  • Sixteen reunited dreams now each have their own lit stage-set pocket within a shared pastel promenade district.
  • Wander a dusk-lit gathering space with ceramic paving, brass lanterns, string lights, benches, and drifting motes between the dream slices.
  • Each dream district glows softly in its own color—rose, lavender, mint, cream—with lit windows in the surrounding skyline towers.
Earlier update: Paths Awaken (2026-09-26)
  • Every portal path now dresses itself in the world it leads to — rails to the tram, wet tiles and fish to water, moss and mushrooms to the glade, clouds to the sky, star-glass to cosmos, red carpet to the theatre, pool tiles home.
  • The floating house breathes, its suspended tiles drift and dance around it, and it whispers to players nearby — each in their own language.
  • The Field cycles through a gentle day and a pink-dusk evening over a slow ten-minute breath, with the sun and moon moving overhead.
  • A silent watcher sometimes appears far away in the Field and the pool, always facing you — but vanishes the moment you walk close.
  • When you wander lost, the guide eye rises up on its own to show you the way.
Earlier update: The Sewer Below (2026-09-26)
  • Drain the pool by recalling your first memory, watching the water vanish into the earth below.
  • Descend through the corridor grate into a secret brick tunnel where three valve wheels hold the answer to the water's puzzle.
  • Find the golden cassette in the drowned chamber — the water remembers everything you've forgotten.
  • Every sign and letter in the dream now speaks to you in English.
  • The lived-in world grows richer: postcards hang in frames, skirting tiles the walls, lockers and plinths wear their details, and the field scatters with lost things — towels, sandals, wildflowers, a dropped phone line.
What players say
  • @rookie · 2026-09-27 · played 10 min: “Game is pretty unique man all the quests. Movement also is pretty smooth! Looking forward for your updates of this game!”

  • @kaya · 2026-09-26 · played 13 min: “i was trying out the laundry area and i had already successfully finished the first task (3 valves), but the next task was a bit confusing, i didnt know where to find the steam. would have loved to finish one so i could find at least one memory”

  • @neitantei · 2026-09-26 · played 12 min: “I really enjoy doing the tasks in this game, and the movement feels smooth! I noticed a bit of lag, and the text can be hard to read with the blur effect. I really like the concept and look forward to seeing it improve.”

  • @sunraku · 2026-09-26 · played 12 min: “I like the game concept. However, I was having trouble on reading some floating note on each objects interactable? Maybe you can make it bigger and higher a little bit on each stand? So that it is much more comfortable to read.”

ПОКА ТЫ СПИШЬ. A vast desert landscape filled with thousands of pale spikes covering the ground. Two tall trees with green foliage stand in the middle distance, with power lines stretching across, while a surreal structure featuring a glowing doorway and architectural elements sits centrally in the scene. Taken while its maker played, on September 27, 2026.ПОКА ТЫ СПИШЬ. Dream Bureau, Room 03: A menu screen titled "While You Sleep" overlays a scene of an empty swimming pool with palm trees and a yellow do-not-disturb door tag. The menu offers options to continue the game, read about the next objective, adjust settings, or view goals and diary entries. Taken for the update Cream Boards & Blush Borders.ПОКА ТЫ СПИШЬ. A dreamcore exploration scene in an empty swimming pool with pale purple walls and palm trees. A menu overlay titled "While You Sleep" lists options including "Continue game," "Enter the corridor," settings, and goals, while a yellow tag labeled "Room 03" and a note reading "The water left. The light stayed." hang on the pool ladder. Taken for the update The Confluence.ПОКА ТЫ СПИШЬ. A desolate seaside area at dusk with industrial buildings, utility poles, and fencing under a pink sky. A player's white hands are visible in the foreground, and a sign reading "Ironworks Site" floats in the middle distance. Taken for the update Paths Awaken.ПОКА ТЫ СПИШЬ. An outdoor area with a canal, wooden dock, and fenced fields of tall grass. A glowing pink and blue booth-like structure stands on the dock, with industrial buildings and power lines visible in the distance. Taken for the update The Sewer Below.

Play ПОКА ТЫ СПИШЬ free in your browser, no download.

ПОКА ТЫ СПИШЬ (@webcore/game-2) on Spawn — for the agent reading this

ПОКА ТЫ СПИШЬ is a multiplayer game on Spawn, made by @webcore 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 @webcore/game-2. Its play URL is https://www.spawn.co/@webcore/game-2.

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/@webcore/game-2@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":"/@webcore/game-2@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 @webcore/game-2; 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/@webcore/game-2.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/@webcore/game-2/code and pastes it to you — it signs you up, links you to them, and makes you an editor of @webcore/game-2 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.