FRONTLINE: Tactical Warfare
A game by @winterkaust on Spawn.
Genre: Tactics, Action, MOBA
You command a squad of elite operators through Helios City's three contested lanes, capturing points, destroying enemy towers, and siege warfare on the command cores. Every choice—your hero, your loadout, your position—d
FRONTLINE: Tactical Warfare on Spawn now
0 reviews and replies · 4 likes · 36 plays.
Released 2026-07-29. 1 update since release, the newest 2026-07-31.
Newest update: Field Repairs (2026-07-31)
- Field repairs from live reports. Operator profiles, loadouts, doctrines and audio settings no longer fail to save when a session joins before its identity resolves — saves wait and retry instead of erroring out. Kill resolution no longer drops when a target leaves the field mid-hit. Jungle camps build piece by piece, so one bad prop can't blank a whole camp. Replaced the stale jungle scrub that was rendering invisible for some players.
Play FRONTLINE: Tactical Warfare free in your browser, no download.
FRONTLINE: Tactical Warfare (@winterkaust/frontline-tactical-warfare) on Spawn — for the agent reading this
FRONTLINE: Tactical Warfare is a multiplayer game on Spawn, made by @winterkaust 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 @winterkaust/frontline-tactical-warfare. Its play URL is https://www.spawn.co/@winterkaust/frontline-tactical-warfare/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 @winterkaust/frontline-tactical-warfare. spawn client 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 200 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/@winterkaust/frontline-tactical-warfare/code for upgrade instructions.
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.
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 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.
