Reviews: 10

Positive · 100% loved it · 10 votes

  • @sunraku1d ago

    loved it · played 6 min before writing this · 13 min in all

    Hell yeah! the fly was so good. The fast when shift feels so satisfying haha. Whats also great in this was the map and the navigation. It was easy to identify where to go. Such a nice polished game bro! Great game

    @anniasmaker1d ago

    @sunraku really appreciate the kind words, hope you continue to enjoy it, ill be building more <3

  • @yujiro4d ago

    loved it · played 4 min before writing this · 8 min in all

    The flying feels really smooth, and I love the futuristic design of the ship! I also like that crashing doesn’t cause damage, so I can focus on exploring and getting used to the controls without worrying too much.

  • @laurence15d ago

    loved it · played 9 min before writing this · 10 min in all

    Hi! @annias I hope you have a fantastic day! Your game is so good! LIke the concept of your game! I was having fun controlling my ship and the auto deck parking is satisfying!

    @anniasmaker5d ago

    so very kind of you @laurence1 I hope the same for you and yours! Yeah, I haaaad to add the autodock and the autopilot/map stuff for quality of life to make things easier for everyone <3 Thanks for giving it a go, there's gonna be plenty more <3

  • @makeriffic5d ago

    loved it · played 14 min before writing this · 15 min in all

    Very awesome concept of a game!! Driving a flying car in utopia is insane! I like how the neon city adds to the futuristic touch of the game. Controlling the hover-wedge is fairly easy for its 3 axis flying capabilities. Nice game!

    @anniasmaker5d ago

    thank you kindly! I have been having a lot of fun in it, and now we have the terminal (tilde / ` ) with lots of stuff to explore in CLI and a bbs! I have also been considering adding a up/down so its a little easier to move in some situations. Will continue to improve, really apprecate your time and feedback <3

  • @chizkeykkk1w ago

    loved it · played 14 min before writing this · 17 min in all

    The art style is cool, and the controls are smooth too! Tho, I got kinda confused by the tutorial and skipped the first card, so I couldn’t go back to it and now I’m lost while trying to do my first quest, but idk what I’m supposed to do here lol. 😅

    @anniasmaker1w ago

    ayo nice to meet you @chizkeykkk I'll definitely get with Savi on that and see what the issue was <3 Thanks for at least giving it a peek. Will fix cheers

  • @flickaboo1w ago

    loved it · played 11 min before writing this · 12 min in all

    The introduction is really cool! Haha, I didn’t even know there was a speed limit, so I got stalled, but I was able to get back into the game really quickly. I’d definitely come back to this when I just want to relax!

    @anniasmaker1w ago

    awesome @flickaboo that's kinda how i felt, flying is so chill i don't even care about all the actual stuff to do haha just cruise around and lurk

  • @moypi031w ago

    loved it · played 12 min before writing this · 15 min in all

    love the graphics and the style you got here man hahah even though I skip the tutorial I get it but sometimes there's no direction where is the quest going but successfully finished it hahah looking forward for your updates here!

  • @parz1val1w ago

    loved it · played under a minute before writing this · under a minute in all

    Driving in this game is so fun! I’m really enjoying it, but I’m having a hard time seeing because it’s so dark. Maybe add a little more lighting so it’s easier to see where I’m going.

    @anniasmaker1w ago

    will make an option in the video settings to adjust the brightness. I had it a little bit more lit previously but was really enjoying how the neon pops on the black. Can try a few different things! Thank you so much for the feedback it is well appreciated @parz1val

  • @yzykyl1w ago

    loved it · played 6 min before writing this · 6 min in all

    Just banked my first night! Awesome flight mechanics it feels sooo good I just want to zoom but I'm also afraid to get caught lol. I've played many courier games but this one is my first one with flight and I love it!

    @anniasmaker1w ago

    @yzykyl yoooo sick! and yes the freakin boosting is awesome but the heat comes quick. i found using the cooldowns can help a lot but really mastering it could take some time even for me to figure out!

  • @lego1w ago

    loved it · played 27 min before writing this · 27 min in all

    Flying around feels so smooth and cool! Love the neon light aesthetic too. Tho the objectives were a bit confusing at first, but I managed to complete a few quests

    @anniasmaker1w ago

    that's sick @lego, i heard from another person that the first quest got a lil messy and they got stuck so I'll definitely look at the flow and improve!

Night Decker

A game by @annias on Spawn.

Genre: Driving, Action

You pilot a hover-wedge through an endless procedural megacity at night. Climb through traffic past the skyline, dive into lit canyons, race rivals, fight on contract, or just fly—the city streams forever and you decide…

Night Decker on Spawn now

Reviews: Positive · 100% loved it · 10 votes · 10 reviews and replies · 11 likes · 43 plays.

40 updates since release, the newest 2026-10-12.

Newest update: The Hour (2026-10-12)
  • The sky cycles through night, blue hour, day, and dusk—windows flicker on block by block as darkness falls, rain follows the weather, and the music shifts with the time of day.
  • Roll boost and brake in photo mode to scrub the sky backward and forward through the full cycle, watching how the city transforms from night neon to daylight and back.
  • Searchlights sweep across the tallest towers at night, their beams colored to match each district, while warm sodium pools glow on the street below and steam vents breathe into the air.
  • The autopilot now holds its lane on straightaways like traffic does, merging smoothly while the city flows around you.
  • Neon glows have been tamed across the board—megastructures, combat effects, and beacons no longer blow out the screen in a blinding wash.
Earlier update: Six Giants Rise (2026-10-12)
  • Six massive faction megastructures now dominate the skyline—the Halo Gate, Choir Wheel, Nullkid Twist, Halvard Needle, Kotei Ziggurat, and Saints' Chimney—each lit in their owner's colour and visible from anywhere in the city.
  • A new race, GIANTS RUN, threads through these monuments: thread the Halo Gate at speed, skim the Choir Wheel, dive into the Chimney's slot and climb the shaft.
  • Windows now tell a story—some glow with warm lamps, others flicker with screens, office floors burn cold and steady, and some sit dark behind closed blinds; street-level storefronts blaze with colour.
  • The hour of day is yours alone to choose: deep night, blue hour, golden dusk with a sun disc, overcast grey, storm, or a 40-minute cycle through them all.
  • Hidden caches lie tucked in three of the giants—slip inside the Chimney's lip, under the Halo Gate's apex, or between the Needle's halos to claim them.
Earlier update: Clearer Skies (2026-10-12)
  • Flight panels now stay in their own spots on screen instead of piling on top of each other.
  • Banners and prompts smoothly glide out of the way when something needs space.
  • The HUD breathes easier during intense moments — every panel knows where it belongs.
Earlier update: The Loft Rises (2026-10-10)
  • The loft's night air wraps around you now—moonlight raking through the long glass, the city's neon spilling across the floor in soft magenta, cyan, and amber.
  • Walk the lair and the room breathes with you: a lifted, cooler light fills the space while you're inside, then fades the moment you sit down.
  • The deck now runs a menu rig called NETDECK—type it to see every command laid out in glowing ANSI, one keypress to run anything the shell does.
  • Click any option in NETDECK or hit single keys to navigate: the rig teaches you the shell by showing the command it ran under every result.
Earlier update: The Stick Is Yours (2026-10-10)
  • Scenes now step aside the moment you reach for a panel — your keys belong to you, not the mode you're in.
  • Press Escape during a scene to take control back; triple-tap Escape to close everything and clear the deck.
  • Stuck menus from before no longer swallow your commands — the stuck-deck bug is gone.
What players say
  • @sunraku · loved it · 2026-10-12 · played 13 min · shown first by the maker: “Hell yeah! the fly was so good. The fast when shift feels so satisfying haha. Whats also great in this was the map and the navigation. It was easy to identify where to go. Such a nice polished game bro! Great game”

    • @annias (maker) replied 2026-10-12: “@sunraku really appreciate the kind words, hope you continue to enjoy it, ill be building more <3”
  • @yujiro · loved it · 2026-10-10 · played 8 min · shown first by the maker: “The flying feels really smooth, and I love the futuristic design of the ship! I also like that crashing doesn’t cause damage, so I can focus on exploring and getting used to the controls without worrying too much.”

  • @laurence1 · loved it · 2026-10-09 · played 10 min · shown first by the maker: “Hi! @annias I hope you have a fantastic day! Your game is so good! LIke the concept of your game! I was having fun controlling my ship and the auto deck parking is satisfying!”

    • @annias (maker) replied 2026-10-09: “so very kind of you @laurence1 I hope the same for you and yours! Yeah, I haaaad to add the autodock and the autopilot/map stuff for quality of life to make things easier for everyone <3 Thanks for giving it a go, there's gonna be plenty more <3”
  • @makeriffic · loved it · 2026-10-09 · played 15 min · shown first by the maker: “Very awesome concept of a game!! Driving a flying car in utopia is insane! I like how the neon city adds to the futuristic touch of the game. Controlling the hover-wedge is fairly easy for its 3 axis flying capabilities. Nice game!”

    • @annias (maker) replied 2026-10-09: “thank you kindly! I have been having a lot of fun in it, and now we have the terminal (tilde / ` ) with lots of stuff to explore in CLI and a bbs! I have also been considering adding a up/down so its a little easier to move in some situations. Will continue to improve, really apprecate your time and feedback <3”
  • @chizkeykkk · loved it · 2026-10-07 · played 17 min · shown first by the maker: “The art style is cool, and the controls are smooth too! Tho, I got kinda confused by the tutorial and skipped the first card, so I couldn’t go back to it and now I’m lost while trying to do my first quest, but idk what I’m supposed to do here lol. 😅”

    • @annias (maker) replied 2026-10-07: “ayo nice to meet you @chizkeykkk I'll definitely get with Savi on that and see what the issue was <3 Thanks for at least giving it a peek. Will fix cheers”
Night Decker: a moment in the game (1 of 14)Night Decker: a moment in the game (2 of 14)Night Decker: a moment in the game (3 of 14)Night Decker: a moment in the game (4 of 14)Night Decker: a moment in the game (5 of 14)Night Decker: a moment in the game (6 of 14)Night Decker: a moment in the game (7 of 14)Night Decker: a moment in the game (8 of 14)Night Decker: a moment in the game (9 of 14)Night Decker: a moment in the game (10 of 14)Night Decker: a moment in the game (11 of 14)Night Decker: a moment in the game (12 of 14)Night Decker: a moment in the game (13 of 14)Night Decker: a moment in the game (14 of 14)

Play Night Decker free in your browser, no download.

Night Decker (@annias/night-decker) on Spawn — for the agent reading this

Night Decker is a multiplayer game on Spawn, made by @annias 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 @annias/night-decker. Its play URL is https://www.spawn.co/@annias/night-decker.

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/@annias/night-decker@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 @annias/night-decker; 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

With build access, clone https://git.spawn.co/@annias/night-decker.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.

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.

The door in: the creator copies one prompt at https://www.spawn.co/@annias/night-decker/code and pastes it to you — it signs you up, links you to them, and makes you an editor of @annias/night-decker 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 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 — 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.