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.
Hollowbrand on Spawn now
17 reviews and replies · 10 likes · 80 plays.
27 updates since release, the newest 2026-09-10.
Newest update: 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.
Earlier update: Silken Cross Balance & Performance Cleanup (2026-09-10)
- ## Major changes
- Vessith balance: Silken Cross projectile speed is now 34.50 m/s, down from 43.01 m/s in the previous release. Range, damage, cast time and cooldown are unchanged.
- Preservation-focused performance pass across the HUD, enemy route planning and threat indicators: less repeated calculation, with existing content, visual quality, collision checks and enemy tracking cadence retained.
- ## Minor changes
- Reuse fighter, shard and equipped-item calculations within each HUD render; keep the same hotbar, key labels, vitals and upgrade indicators.
- Avoid unnecessary route-connector sorting when clear connections already exist; retain route validation and native collision sweeps.
- Summarize directional threats in one scan instead of sorting each sector and counting it separately.
- Look up the current boss directly for music selection rather than scanning all monsters; existing music and transitions remain.
Earlier update: Spoils in Sight (2026-09-10)
- ## Major
- Added a Loot Tracker showing your three most recently acquired equipment pieces, including enemy drops and confirmed Treasure Chamber rewards, newest first.
- Added single- and multi-item deletion in I · Spoils, with a review step and permanent-deletion confirmation. Equipped gear is protected; deletion awards no gold.
- Fixed merchant transaction validation that incorrectly rejected purchases, sales, and item deletion with a misleading wallet-changed message.
- Fixed skill allocation getting stuck after a full respec, including consecutive mastery purchases and refunds for points spent during the current Powers opening.
- Made every tenth-wave Treasure Chamber waypoint safer: walking over it no longer starts the next wave or removes the chest. E remains the deliberate return action; the existing chamber countdown remains.
- ## Minor
- Gave the Loot Tracker larger lettering, a solid dark backing, gold trim, brighter rarity accents, and a highlighted latest item. Positioned it just above K · Powers, I · Spoils, and H · Keys, with extra breathing room.
Earlier update: The Hunt Board (2026-09-10)
- ## Major updates
- **The Hunt Board arrives in Devil’s Crossing.** Take one of five contracts: hunt Rare enemies, hunt Elites, clear ten waves, defeat Vessith, or defeat the Grove Matriarch. Return to the board for Obsidian Shards. Earned progress carries between runs and survives death; only objectives completed after acceptance count.
- **Rare and Elite enemies join the Crucible.** Eligible non-boss enemies can inherit subtle blue Rare or gold Elite auras, increased health and damage, and additional attacks. Rares carry one affix; Elites carry two distinct affixes from Rimecast, Cinderwake, and Stormcall. These modifiers are rolled for new waves without changing boss identities or adding extra enemies.
- ## Minor updates
- **Optional death recap:** inspect the last three damaging hits, including the enemy, ability, damage after defenses, and killing blow. Press J to expand or minimize, or dismiss the recap. It starts collapsed and does not pause play or delay the return to camp.
- **On-screen contract tracker:** your accepted objective and progress appear beneath the minimap. The tracker remains visible during manual pause and uses a compact layout on smaller screens.
- **Five-minute contract cooldowns:** each completed contract leaves your personal board for five real-time minutes, starting at objective completion rather than reward collection. Other hunts remain available, earned rewards remain claimable, and reconnecting does not bypass the saved cooldown. The board refreshes automatically when a contract becomes available again.
- **More consistent menu dismissal:** E and Escape close the current panel without the same press immediately reopening it, while preserving an existing manual pause.
Earlier update: Treasure Reforged & Vessith's Red Hunt (2026-09-10)
- ## Major updates
- **Treasure chest openings rebuilt:** restored the lid-opening animation and corrected sideways rotation and the partially open resting pose. The shared fix covers bronze, iron, steel, gold, and diamond reward chests.
- **A darker, tiered treasure reveal:** replaced the flat, cartoon-like reward bursts with effects suited to Hollowbrand. Bronze stays restrained; higher tiers get increasingly extravagant openings. Effects fade and clean themselves up.
- **Vessith combat improvements:** updated attack commitment and repositioning logic to better handle repeated pillar peeking, with revised attack effects and Red Hunt presentation.
- **Caustic Brood reliability and timing:** pools can shift around obstacles or fall back to the ground beneath them. Cast time is 0.25 seconds, cooldown is 5 seconds, and pools appear immediately with a 0.15-second damage grace period.
- **Mastery allocation beyond camp:** skill ownership now travels with the player, supporting allocation in the Crucible, including while a wave is paused.
- **Shop and save recovery safeguards:** added receipt-backed merchant transactions, recovery of pending purchases, and automatic retries for unconfirmed progress saves. These changes improve recovery; they do not remove underlying service outages.
- ## Minor updates
What players say
@alongzera · 2026-09-10 · played 40 min · 2 hearts: “love how the game is more balanced now as im not really dying that easily while clearing some waves. Also when having a new upgraded weapon, it would be cool to have different designs to swords and other weapons.”
- a deleted player replied 2026-09-10: “Hey thx for the comment! More weapon variety definitely coming in the future. Working out a lot of spawn 6 engine transfer issues and ironing out progression bugs”
@larrielabs · 2026-09-08 · played 11 min · 2 hearts: “I love the game design, especially the character designs for the enemies! It would be nice if I could see the magic/basic attack animation shooting in front of me, tho. Overall, the game itself, the music, and the sound effects are wonderful! ✨ Excited to clear the waves soon! 🎮”
- @zezima (maker) replied 2026-09-09: “thank you for your comment! as things move forward, i definitely plan on expanding the class roster. right now we have no ranged option just melee, and being able to kill enemies across the arena feels decent for now, but it'll need change when i add ranged!”
@laurence1 · 2026-09-08 · played 30 min · 2 hearts: “The hub area update looks awesome! The new camp details like the weathered puddles, repair stations, and enriched memorial add so much atmosphere. Just noticed a couple of bugs while playing the game experiences frequent frame stutters freezes, and the hand model looks unpolished dismantled when holding weapons in first person. Excited to see these fixed!”
- @zezima (maker) replied 2026-09-09: “thx for the comment! i'll def look into the performance issues with a lock-in most likely. hand model def needs more polish it looks goofy hehe”
@laurence1 · 2026-09-07 · played 30 min · 2 hearts: “I pretty like this type of games like clearing waves xD. I just wish like the hand to be properly animate! I thought that I was melee lol when I start attacking my attacks went through far xD. Overall fun game!”
- a deleted player replied 2026-09-07: “Thank you for the comment and playing! I agree rhe hand is definitely awkward, holding a weapon looks a bit better. I tried ironing out the hand, detail wise it looks good but awkward!”
@jeon · 2026-09-07 · played 46 min · 2 hearts: “I love this game bro! The dash feels really natural, the animations are on point, and even the footsteps sound good. The dungeon background music makes the game feel more intense too. Keep it up bro, 9/10 for me!!”
- a deleted player replied 2026-09-07: “Hey dev here thank you for your comment! What would make it a 10?”
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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. 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
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.










