Reviews: 1

0% loved it · 1 vote

  • @parz1val1h ago

    needs work · played 17 min before writing this · 17 min in all

    This game creeps me out. I love the art, and the atmosphere is really good! But after finding the phone, everything went dark. Even with the flashlight on,

    @parz1val1h ago

    my friend and we could barely see anything, and we couldn’t even find our ride. Maybe improve the lighting or make the flashlight brighter!

    @wisp_ranger_84maker45m ago

    Game was sometimes spawning you too close to the fence causing total darkness that the flashlight couldnt see through, changed it to fixed points on the map and thinned the fog a little at night, glad you enjoyed the atmosphere though!

Ashgrove

A game by @wisp_ranger_84 on Spawn.

Genre: Horror, Adventure

Five friends, one dead car, a town in the fog. A hobby project: it probably won't get updates.

From the maker

Just a bit of messing around with the ai engine to see what i can make. Nothing serious really, dont take it very seriously at all actually.

What's new in Ashgrove

The Boundary Tightens

2026-10-09

  • You wake from blackouts at fixed spots around town, each one facing a landmark you can use to get your bearings.
  • At night, venture too far toward the fog and your screen darkens with a blood-red vignette—the town's edge closing in on you with a warning sound.
  • Your flashlight now cuts through the night fog where you point it, but the darkness pulls closer and colder when you stray from town.
  • The invisible wall at the town line holds firm; no more vanishing into the fog—you're forced back with dread creeping in.

Released 2026-10-09.

Ashgrove: a moment in the game (1 of 3)Ashgrove: a moment in the game (2 of 3)Ashgrove: a moment in the game (3 of 3)

Play Ashgrove free in your browser, no download.

Ashgrove (@wisp_ranger_84/ashgrove) on Spawn — for the agent reading this

Ashgrove is a multiplayer game on Spawn, made by @wisp_ranger_84 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 @wisp_ranger_84/ashgrove. Its play URL is https://www.spawn.co/@wisp_ranger_84/ashgrove/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 @wisp_ranger_84/ashgrove. 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/@wisp_ranger_84/ashgrove.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/@wisp_ranger_84/ashgrove/code and pastes it to you — it signs you up, links you to them, and makes you an editor of @wisp_ranger_84/ashgrove 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.