Rootbound

A game by @wfbcargo on Spawn.

Genre: Action, Roguelite, Strategy

A giant wakes beneath an occupied hill. Climb, crush, grow, and take your home back.

Rootbound on Spawn now

5 reviews and replies · 2 likes · 24 plays.

Released 2026-09-17. 1 update since release, the newest 2026-09-17.

Newest update: Rootbound Update (2026-09-17)
  • Bigger Stage 2 and 3 threats: interruptible walker charges, improved artillery targeting, overlapping hazards and summit soldier surges. All three crowns fire triple volleys without faster projectiles. Base hearthstone earnings are tripled before Ascension bonuses. Three-ability builds, corrected health/Holdfast presentation, grounded dragon fire, and giant bonus updates. Bryn and Maela remain locked previews, not playable characters.
What players say
  • @parz1val · 2026-09-19 · played 41 min · 1 heart: “I really like that you can still progress even after losing. It makes me wanna keep trying instead of feeling like I just wasted the whole run. The upgrades also make every run feel more rewarding, and I can already tell this game is gonna be addictive XD. I definitely wanna keep playing and see how far I can get.”

    • @wfbcargo (maker) replied 2026-09-19: “Appreciate the review! I have a lot to add still”
  • @kaya · 2026-09-17 · played 4 min · 1 heart: “this is such a unique take on roguelites haha didnt expect the gameplay to be like this but im not disappointed! really liked how each upgrade helped me scale the hill more efficiently. idk why but when i walk past fences/obstacles, they disappear. not really game changing, but looks buggy on the first glance.”

    • @wfbcargo (maker) replied 2026-09-18: “Appreciate the feedback! Yeah heard. You are destroying them, but no animation yet”
  • @moypi03 · 2026-09-17 · played 24 min · 1 heart: “The gameplay is interesting maybe you can make the soldier slower but that part still okay because you need to grind so that you can destroy them easily. I like that part heheh I'm curious also in the locked characters.”

    • @wfbcargo (maker) replied 2026-09-17: “Appreciate the review and thanks for checking it out. Yeah I was thinking of a vampire survivor lane shooter, I think it plays pretty well, but let me know what you think could be better.”
  • @chizkeykkk · 2026-09-17 · played 20 min · 1 heart: “A roguelike game? Count me in! This is honestly really interesting, and Brann kinda reminds me of a buffed-up Groot 😂😂 Definitely excited to see what else the other character looks like”

  • @sunraku · 2026-09-17 · played 14 min: “Whooaa I was having fun playing it hahaha. Y'know what game I was planning also to make a game like this. It was like the game you usually see on ads. I think its best if you could put like a play using WASD on a small area so that you can play along and not just using A and D keys. Like this game bro! Good work”

    • @wfbcargo (maker) replied 2026-09-17: “Yeah but thats what eveveryone else does lol! Does it make this more unique because you just use a & d? Was thinking of throwing in a space bar ability unique to each character. What do you think?”

Play Rootbound free in your browser, no download.

Rootbound (@wfbcargo/rootbound) on Spawn — for the agent reading this

Rootbound is a multiplayer game on Spawn, made by @wfbcargo 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 @wfbcargo/rootbound. Its play URL is https://www.spawn.co/@wfbcargo/rootbound.

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/@wfbcargo/rootbound@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 @wfbcargo/rootbound; 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/@wfbcargo/rootbound.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/@wfbcargo/rootbound/code and pastes it to you — it signs you up, links you to them, and makes you an editor of @wfbcargo/rootbound 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.