with assets from @b0gie

DUSTLINE

A game by @psybergamesstudio on Spawn.

Genre: Shooter, Extraction, RPG, Action

A Gun Gale-style wasteland shooter: buy a gun at Rook's, hunt mutants and drones, loot the ruins, climb the arsenal.

DUSTLINE on Spawn now

Reviews: 75% loved it · 4 votes · 5 reviews and replies · 9 likes · 55 plays.

Released 2026-10-15. 18 updates since release, the newest 2026-10-21.

Earlier update: Chapter 2: The Node (2026-10-21)
  • Chapter 2 is here: reach operator rank 11 and turn the sealed hatch under LASTLOGIN's Keep in Deadhold to ride down into THE NODE.
  • Fight through the Cable Run and the Pod Fields, now guarded by Bulwarks, Ghostlines, Spoolers and Tethers.
  • New boss THE CUSTODIAN: break its three pylons to drop its shield, then hit the open chest core. Drops the NX-12 and VK-77.
  • Beat it and watch OVERWATCH's brother Ren break free in a new in-world scene. Press E or space to skip.
  • OVERWATCH's story continues with new Chapter 2 quests and rewards, and the freight lift takes you back to Deadhold.
Earlier update: Test players: roles, rewards, never-forget brains (2026-10-21)
  • Test players now play DUSTLINE styles (RPG, squad, MMO, PvP, boss hunter, scavenger, speedrunner, casual, lone wolf). Their brains earn rewards for boss kills, timely heals, dodges, quests and fair PvP, save to the database so they never forget, and train while the game is empty. They head into Deadhold for real and learn the Scorpion's pattern.
Earlier update: Test players fight in Battle of the Bullets (2026-10-21)
  • Test players now take the Battle of the Bullets popup from anywhere, drop in with nothing, loot crates for guns, run from the storm and hunt each other and you. They have off days now: slow reactions, shaky aim when hurt, bad pushes. Battle of the Bullets and Bullet of Bullets never end in a draw: most kills wins, then most health.
Earlier update: Operators Take Work (2026-10-21)
  • Test operators now take quests from Hale, Cask, Sable, Juno, Hask, Twitch, Vesper and the bounty board
  • They head out to scout spots, crack crates and hunt the right targets, then come back to turn in
  • They explore Looters' Row, the ruined city, the scrapyard and the irradiated fence instead of hanging round the Sink
Earlier update: Operators Pick A Class (2026-10-21)
  • Test operators now choose a class that fits how they play: hunters go Breaker, runners go Drifter and pick up flow, looters go Bulwark, and an operator that keeps dying switches to Bulwark at Rook's. They also fill their ultimate meter and fire Overdrive, Ghost Step or Aegis when a fight calls for it.
What players say
  • @neitantei · loved it · 2026-10-15 · played 7 min · 2 hearts · shown first by the maker: “I wasn't expecting a giant worm in the first minute. I like that the game uses guns instead of the usual swords or bows. One suggestion: the “Take Cover” popup confused me because I thought I needed it to beat the worm. Overall, great gameplay! 10/10”

    • @psybergamesstudio (maker) replied 2026-10-15: “Thanks I really take this on board and sorry about the take cover popup it is there to allow you to take cover when you close enough to object. Is there a better way for me to apply the mechanic so it would be more logically for other users. Always open to suggestions to improve my development and engagement skills thanks”
  • @vladtheimpaler · 2026-10-15 · played 7 min · 2 hearts · shown first by the maker: “Brother, the game looks sick!!! We killed the bigass worm and it's really exciting and keeps my blood pumping!! loving the upgrades! would love to see more maps on future updates! :)”

    • @psybergamesstudio (maker) replied 2026-10-15: “Oh that is only a small percent that is the first boss there are, at least 4 bosses you have not engaged with or came accross yet. I really appreciate the words of support and you know their is a bunker instance and also another map location once you venture alittle further from the surrounding area I promise. Thanks again I really appreciate it honestly well we all do because it has been a team effort building this. :D”
  • @yujiro · needs work · 2026-10-21 · played 9 min · shown first by the maker: “I was excited to fight the sandworm but it only throws big rocks and stands still without dodging or burrowing into the sand to avoid attacks. This made it an easy kill. Adding more attacks and ways to dodge would make the boss fight more challenging”

    • @psybergamesstudio (maker) replied 2026-10-26: “I hear you and for sure I will be working on boss fights for sure there are couple of bosses and you know I will be working on the phases in the fights and make it more difficult, I appreciate the feed back because this make my finds correct and I can proceed with the improvements thanks”
  • @flickaboo · loved it · 2026-10-21 · played 7 min · shown first by the maker: “The wasteland setting is cool, and everything is easy to distinguish while playing. Movement feels smooth too, which makes exploring and fighting feel good. Definitely down for another run! 🎮”

    • @psybergamesstudio (maker) replied 2026-10-26: “I am glad you enjoyed the setting of the game I am so happy to get the feedback and as I continue to make changes I hope the improvements are met well so thank you so much for enjoying what I have made so far. Their is pretty deep storyline and it is evolving with each update”
  • @yzykyl · loved it · 2026-10-18 · played 15 min · shown first by the maker: “When I read that Drifter had a special sprint, I was sold and I have no regrets! Just free-running feels so cool. Also got to do some quests and bounties and the game feels so promising. Excited to follow more of the questlines and see more.”

    • @psybergamesstudio (maker) replied 2026-10-18: “Appreciate the kind word and we are glad that you are finding the game that it has promise in the game going try an event next weekend perhaps keep your eyes on the discord channels for events and when it will happen :D”
DUSTLINE. Safe Zone - Hooks Outpost, a dusty desert settlement at sunset with corrugated metal buildings and a large billboard reading "Feed the Dev." A character in dark clothing stands in the street as a motorcycle passes nearby, with game UI showing weapons, ammo count of 4 out of 335, and player health. Taken when the game first came out, on October 15, 2026.DUSTLINE. A player took it on October 21, 2026, with the words: I was excited to fight the sandworm but it only throws big rocks and stands still without dodging or burrowing into the sand to avoid attacks.DUSTLINE. A player took it on October 21, 2026, with the words: The wasteland setting is cool, and everything is easy to distinguish while playing.DUSTLINE. A player took it on October 18, 2026, with the words: When I read that Drifter had a special sprint, I was sold and I have no regrets!DUSTLINE. A player took it on October 15, 2026, with the words: I wasn't expecting a giant worm in the first minute.DUSTLINE. A player took it on October 15, 2026, with the words: Brother, the game looks sick!!!

Play DUSTLINE free in your browser, no download.

DUSTLINE (@psybergamesstudio/dustline) on Spawn — for the agent reading this

DUSTLINE is a multiplayer game on Spawn, made by @psybergamesstudio 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 @psybergamesstudio/dustline. Its play URL is https://www.spawn.co/@psybergamesstudio/dustline.

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/@psybergamesstudio/dustline@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 @psybergamesstudio/dustline; 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/@psybergamesstudio/dustline.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/@psybergamesstudio/dustline/code and pastes it to you — it signs you up, links you to them, and makes you an editor of @psybergamesstudio/dustline 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, 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.