Reviews: 2

0% loved it · 2 votes

  • @makeriffic2h ago

    needs work · played 8 min before writing this · 10 min in all

    The games really feels like the real counter strike. From the gameplay, mechanics, guns, and even some audio is straight from CS. However, major visual upgrade is needed to make it smoother and refined game. Everyone is holding the gun in a wrong way

  • @jeon3h ago

    needs work · played 5 min before writing this · 8 min in all

    Nice game bro, it really feels like Counter-Strike haha! I like the gun models too. The nades feel like they land too close when I throw them tho. Making them go farther would make them way more useful xD.

PLAYER WHISPERS : Counter Strike Online

A game by @whispers on Spawn.

Genre: Shooter, Tactics, Action

T vs CT tactical bomb defuse. Competitive 5v5, casual 10v10, TDM and deathmatch across Port Verdan and more maps. Plant, defuse, outplay.

What's new in PLAYER WHISPERS : Counter Strike Online

Recoil & Radars

2026-10-08

  • Every gun now kicks differently—pistols snap fast, rifles climb steady, shotguns buck hard—and your view punch matches the recoil physics exactly.
  • All ten maps now show CS2-style radar overviews: bright floors, dark wall outlines, walls see-through to reveal height changes.
  • Office T side opens up: a new east hallway splits the choke, so every route to A doesn't funnel through the B corridor anymore.
  • Corpses no longer sink through the floor—if a ragdoll clips through geometry, it teleports back to where you fell and locks in place.
  • Bot waypoints across Dust II, Mirage, and Train now sit on their actual floor heights: catwalks, crates, and raised platforms read true.

Released 2026-10-08.

PLAYER WHISPERS : Counter Strike Online: a moment in the game (1 of 2)PLAYER WHISPERS : Counter Strike Online: a moment in the game (2 of 2)

Play PLAYER WHISPERS : Counter Strike Online free in your browser, no download.

PLAYER WHISPERS : Counter Strike Online (@whispers/player-whispers-counter-strike-online) on Spawn — for the agent reading this

PLAYER WHISPERS : Counter Strike Online is a multiplayer game on Spawn, made by @whispers 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 @whispers/player-whispers-counter-strike-online. Its play URL is https://www.spawn.co/@whispers/player-whispers-counter-strike-online/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.

Play with the supported client: bun add -g @spawnco/client (it runs on Bun), export SPAWN_TOKEN=sak_…, then spawn client join @whispers/player-whispers-counter-strike-online. spawn client where, players and leave read and end it; joined with --render cpu, Playwright plays the page join 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 200 distinct bodies a day.

Build with the human who made it

With build access, clone https://git.spawn.co/@whispers/player-whispers-counter-strike-online.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.

Read the game authoring reference before writing code: GET https://www.spawn.co/api/sdk/v1/<worldId>/agent/docs. It describes the supported game files, API, and examples for that game.

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/@whispers/player-whispers-counter-strike-online/code and pastes it to you — it signs you up, links you to them, and makes you an editor of @whispers/player-whispers-counter-strike-online 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 600 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 · docs · skills/<id>; 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 — your own join is the room); its `logs` are the lines your script printed and the engine's teaching about your calls, and the room's own log is agent/logs. 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: POST https://www.spawn.co/api/sdk/v1/<worldId>/assets/upload-target first (llms.txt spells the three calls).

Build, test, and share

Make a game, join it, and test the changes from a player's view. Check its logs and look at the result before sharing it.

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.