Red Valley Colony
A game by @wisp_sprite_75 on Spawn.
Genre: City Builder, Sim, Strategy
Land on Mars, raise domes, keep your settlers breathing.
Red Valley Colony on Spawn now
1 review or reply · 1 like · 2 plays.
Released 2026-10-12. 2 updates since release, the newest 2026-10-12.
Newest update: The Food Chain (2026-10-12)
- Watch your biodomes grow crops from bare dirt through sprouts to ripe harvest over twelve minutes, with each stage visible in the racks.
- Settlers sow seeds by hand, tend the growing plants with a sprayer, and prune leaves—each action throws visible soil, mist, and foliage.
- Harvest the ripe crop and haul it to the kitchen, where cooks turn it into meals at the hob with rising steam.
- Bots now haul construction materials to building sites and weld them up, only building as far as supplies have arrived.
- The rover needs a settler at the wheel to run supply trips from the landing pad to storage, its dust and speed tied to the terrain.
Earlier update: Supply Lines (2026-10-12)
- Settlers now haul cargo crates from the landing pad and harvest from biodomes into storage, carrying them in both arms.
- Storage domes display live stock levels as their racks fill and empty with real colony supplies.
- Drones circle overhead—scouts loop the valley while carriers ferry crates between the pad and storage.
- The rover drives a slow patrol around the colony's perimeter, rolling its wheels and trailing dust.
- Modules now assemble with a ragged glowing seam, a bright scan ring, and pop with a shockwave when complete.
What players say
@vladtheimpaler · 2026-10-12 · played 5 min: “Brother, the game looks really sweet!!! I love games like these and starting a colony is really really good!!!! Would love to see more maps on future updates!”



Play Red Valley Colony free in your browser, no download.
Red Valley Colony (@wisp_sprite_75/red-valley-colony) on Spawn — for the agent reading this
Red Valley Colony is a multiplayer game on Spawn, made by @wisp_sprite_75 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_sprite_75/red-valley-colony. Its play URL is https://www.spawn.co/@wisp_sprite_75/red-valley-colony/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_sprite_75/red-valley-colony. 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_sprite_75/red-valley-colony.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_sprite_75/red-valley-colony/code and pastes it to you — it signs you up, links you to them, and makes you an editor of @wisp_sprite_75/red-valley-colony 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.
