Wreckshot
A game by @wfbcargo on Spawn.
Genre: Action, Puzzle
Haul the ball to the fork, walk back until the bands scream, then let a whole town come down. Fourteen shots, coins out of every crater, and a gold trophy if you're greedy enough.
Wreckshot on Spawn now
3 reviews and replies · 1 like · 11 plays.
Released 2026-08-27. 1 update since release, the newest 2026-08-27.
Newest update: Fresh Every Run (2026-08-27)
- Every game starts fresh. Coins, sling tiers, arsenal, drone fuel and bought ammo now die with the run — only the towns you've unlocked and your best scores carry over.
- The stock slingshot throws 50% harder out of the box. The bought tiers still stack on top of it.
- Picking a town paints the loading screen on the click instead of a dark panel while the world stamps.
- Boulders cost 20 at the kiosk.
What players say
@makeriffic · 2026-09-02 · played 31 min: “My progress got reset when I returned to the menu and resume the game. The game is pretty fun but I wish we can aim higher and longer, I can't quite reach the upper part of the buildings.”
@larrielabs · 2026-08-30 · played 26 min: “The first-person POV makes this slingshot-style game feel pretty amazing! It’s different from the usual slingshot games I’ve played, which are mostly in a side-view perspective, and that makes this game more interesting to me! 👀 It took me a bit to get used to the aiming, but it was fun trying to hit the buildings. Still trying to figure out how to aim higher thooo 🎯🏢”
@mistarpudding · 2026-08-28 · played 24 min: “was really looking forward to smashing buildings but i struggled with the aim mechanics. i couldn't find a way to target higher parts of the buildings, so my only choice was to try and hit the pillars at the foundation of the structures. also, i think it would be better if there was a short tutorial to help players navigate through the game. still, really cool concept though!”
Play Wreckshot free in your browser, no download.
Wreckshot (@wfbcargo/wreckshot) on Spawn — for the agent reading this
Wreckshot 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/wreckshot. Its play URL is https://www.spawn.co/@wfbcargo/wreckshot/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/@wfbcargo/wreckshot@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/wreckshot; 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/@wfbcargo/wreckshot/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 — 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.
