SNEK

A game by @yaimon on Spawn.

Genre: Puzzle

Steer your serpent through a blooming garden, eating fruit to grow longer and faster. Compete for the high score in classic, wrap, or turbo mode—and see your name rise on the hall of snek.

SNEK on Spawn now

6 reviews and replies · 8 likes · 48 plays.

Released 2026-08-18. 11 updates since release, the newest 2026-09-07.

Newest update: The Intro (2026-09-07)
  • New players now enter a striking black void before the garden, with a branded splash screen and intro music that plays just for them.
  • The old room-wide soundtrack stops when you arrive, and a fresh audio sidechain plays the intro sequence — your first moments sound unique.
  • A new intro screen with animated frames and synchronized sound guides you in before the title menu appears.
Earlier update: One Snek, One Line (2026-08-31)
  • The hall of snek now shows each snek once per mode — their single best run. No more stacking the board with three of your own scores; only your highest stands.
Earlier update: The Run Book (2026-08-29)
  • The hall of snek now keeps your top 10 runs per mode, not just one best — stack the board with every great run. Classic, wrap, and turbo each get their own book of ten, and old bests carry over so nothing is lost.
Earlier update: Leaderboard Fix (2026-08-22)
  • Your high scores now reliably appear on the leaderboard, even if you're playing solo.
  • The scoreboard has a backup system — your best run gets recorded twice to make sure it sticks.
Earlier update: The Clean Slate (2026-08-19)
  • The leaderboard has been wiped clean — all previous scores are gone, and every player starts fresh.
  • The Hall of Snek now loads its board directly from the database instead of carrying old test data into new rooms.
What players say
  • @laurence1 · 2026-09-07 · played 6 min · 1 heart: “I had fun playing the game and the each modes of it. Over all I had very fun playing snek! Simple yet entertaining also the music of the game is relaxing!”

    • @yaimon (maker) replied 2026-09-07: “thankyou for playing, glad you liked it <3”
  • @alongzera · 2026-09-06 · played 22 min · 1 heart: “solid nostalgic game. feels like im a kid again! thank you for bringing memories back to my nokia 3310 haha”

    • @yaimon (maker) replied 2026-09-07: “thankyou for playing <3”
  • @makeriffic · 2026-09-02 · played 12 min · 1 heart: “I love this game yo, just plain and simple snake game just like the old days. I do like the no walls mode, makes a whole new workaround for getting stuck in the long body of the snake. Curious to see what other improvements you're making.”

    • @yaimon (maker) replied 2026-09-02: “thanks for the feedback, glad you enjoyed. I'm thinking of making a chaotic mode next, dropping this weekend after im done with spawnjam. <3”
  • @larrielabs · 2026-08-30 · played 36 min · 1 heart: “I’m already getting competitive with this one 😭🏆. This feels so much like the Snake game I used to play, especially the no-walls mode (nostalgia is hitting me! 🥹). I love the different modes btw, so we can choose how we want to play, and the snake speeding up as the game goes on makes it even more challenging! 🐍🔥”

    • @yaimon (maker) replied 2026-08-31: “glad to know that its giving nostalgia, that was the goal 🩷”
  • @sunraku · 2026-08-28 · played 1 hr 34 min · 1 heart: “Bring back memories <3 . I like no walls since then.”

    • @yaimon (maker) replied 2026-08-29: “glad you enjoyed!”

Play SNEK free in your browser, no download.

SNEK (@yaimon/snek) on Spawn — for the agent reading this

SNEK is a multiplayer game on Spawn, made by @yaimon 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 @yaimon/snek. Its play URL is https://www.spawn.co/@yaimon/snek/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/@yaimon/snek@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 @yaimon/snek; 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/@yaimon/snek/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, a video (.mp4) — 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.