Hollowbrand

A game by @zezima on Spawn.

Genre: Action, Roguelite, RPG, Arena Brawler

You stand at the camp's portal, choosing your checkpoint into an endless gauntlet of monsters. Each wave grows deadlier—but so do you, forging new skills and legendary gear from the spoils of battle.

What's new in Hollowbrand

Combat, Hands & Crucible Repairs

2026-09-10

  • ## Major changes
  • **Reworked first-person hands.** Both hands were reshaped using real hand photos as a guide. Fingers curl around a held item, thumbs tuck across the fingers, and empty hands close into fists. The left hand has its own guard pose rather than copying the right.
  • **Straighter empty-hand wrists.** Removed the sharp bend between each empty fist and its forearm. Both fists now follow their own forearm, without moving the camera or spreading the arms farther apart.
  • **Smoother three-hit attacks.** Normal attacks use three different weapon-hand swings, with smoother turns and a more controlled return to rest. The second and third swings no longer make the shield arm lunge forward.
  • **Corrected unarmed attack speed.** A character with no attack-speed bonuses now throws 1.35 punches per second. Holding attack keeps that rhythm instead of gradually slowing down. Damage per hit was preserved, and equipped weapon speeds were not changed.
  • **Restored missing Crucible information.** Repaired the wave display, pause notice, minimap paths, floating damage numbers and enemy health bars after the move to Spawn 6.
  • **Repaired looking around and taking damage.** Corrected the problem that stopped mouse movement from turning the view, and repaired the problem that prevented enemy hits from reaching the player's health.
  • **Moved Hollowbrand to Spawn 6.** Kept the existing world, colours, equipment rules and content while repairing problems caused by the move. This is a polish and repair update, not a new area or boss expansion.
  • ## Minor changes and additions
  • ### Hands and combat
  • Rounded the fingers and knuckles, made the small armour plates thinner, and softened the joins into the wrist and cuff.
  • Corrected the right-hand thumb direction and tucked its middle joint inward instead of letting it stick out sideways.
  • Raised the left guard slightly so the hands sit at a more balanced height.
  • Fitted the bare-hand knuckle plate to the fist so it stays attached instead of moving separately.
  • Extended the buckler's handle ends to sit more convincingly behind the gripping hand.
  • Kept equipped blades and shields in their existing positions while adjusting the hands around them.
  • Moved the moment an unarmed hit lands to match the punch more closely. The character sheet now shows the exact 1.35 attack rate rather than rounding it to 1.4.
  • Right-click no longer accidentally starts a normal attack. It remains unassigned to a combat action; shield protection and learned defensive abilities stay intact.
  • Adjusted dash recovery between town and the Crucible to carry over only the remaining wait. The intended cooldown remains 3.5 seconds; unusually long waits still need more travel testing.
  • Changed how the hands follow the player between places, and how old hands are removed, to address extra or frozen pairs. Repeated travel still needs more checking.
  • Stopped full-health healing from repeatedly being treated as another health change. Real healing and the maximum health limit are unchanged.
  • ### Menus, rewards and the world
  • Repaired the Crucible portal's check of where the gate stands, so interaction uses its proper location.
  • Restored the visible lid on the Obsidian coffer.
  • Repaired on-screen blessing, shard and Obsidian collection notices.
  • Runs entered without blessings now clearly say **“No blessings enabled for this run”** instead of suggesting a purchase is still unconfirmed.
  • Repaired the request to return mouse control after closing a menu. Normal mouse behaviour after every menu still needs more checking.
  • Repaired small Crucible creatures getting stuck during setup after a reload. Their numbers, appearance and movement speeds were not reduced.
  • Checked the main menus on wide and phone-sized screens for content spilling off the screen, and added more checks for menu closing, returning to camp, hand shapes, weapon fits and attack motion.
  • No player progress was deliberately reset, and no enemies, scenery or visual effects were removed for this update. Loot, prices and milestone reward rules were not rebalanced.
  • ## Still being checked
  • **A progress-save warning has appeared and has not been confirmed fixed.** This update is not a promised repair for missing or unsaved progress.
  • Some creatures can still move around while holding a stiff pose. Fireflies can still be demanding on some devices; they were not simplified or removed.
  • Repeated town–Crucible trips, every menu's mouse return, phone controls and a complete run still need more normal-play testing. Faster game speed has not been established by a fair before-and-after comparison.
  • Players already in a run keep their current version until their next session, so this release does not interrupt that run.
Hollowbrand: a moment in the game (1 of 1)

Play Hollowbrand free in your browser, no download.

Hollowbrand (@zezima/hollowbrand) on Spawn — for the agent reading this

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