Friends-only playtesting of Spawn Die's combat labs. These are capability probes — systems only, art in progress. What helps most: tell us how the controls feel, whether the difficulty is right, and whether it's fun. Every slice has a Leave a note box that posts straight to us — the email button is still there as a backup.
GREYBOX PLAYTEST — systems only, art in progress. Not a launch, not a storefront — a feedback channel.
NEON ARENA · ROGUELITE
CoilBreak
Weave lethal energy coils in a collapsing neon arena, harvest essence, evolve your loadout between waves, and shatter the Core Warden.
SHOWCASE BUILD — polished vertical slice
Controls
WASD move · mouse aim · click fire · F / RMB plant coil nodes · Space phase dash · 1 2 3 pick upgrades
This one is not greybox — it is our polished showcase build. Does the coil-weaving mechanic (plant two nodes, cut everything between them) click? Do the between-wave upgrades make each run feel different? Does it look and feel finished? Tell us what lands and what doesn't.
Top-down action-RPG arena. Melee combos, a fireball, and escalating enemy waves.
GREYBOX PLAYTEST — systems only, art in progress
Controls
WASD move · J sword · K fireball · mouse aim
Does swapping between melee (J) and the ranged fireball (K) feel distinct and satisfying? Is mouse-aim intuitive? Are the waves tuned right — too easy, too punishing, or just right? Tell us about the combat feel and the difficulty.
Hold-the-line top-down shooter. A crush of shamblers, a reload beat, a melee shove — and a cooked grenade that leaves some of them dragging themselves after you.
GREYBOX PLAYTEST — systems only, art in progress
Controls
WASD move · mouse aim · hold click fire · R reload · Space shove · hold G / right-click to cook, release to throw · H spawn +40 horde · Esc pause + options
New this build: the grenade is cooked — holding G (or right-click) pulls the pin and burns the 1.15s fuse in your hand, and you release to throw with whatever is left. Hold it too long and it goes off on you, so cooking is a real bet. While you hold, you get a dotted trajectory arc and a landing ring showing the blast. Blasts no longer just gib: bodies at the edge of the explosion can be maimed into crawlers — legless, slow, low on health, small enough that your sight sweeps right over them, and still coming. The laser sight was misaligned and now sits exactly on your aim; press Esc for an options panel to toggle it, along with the new virtual cursor and its soft rubberband leash (the cursor eases back toward you so you can never lose it). Is the cook worth the risk, or do you just tap-throw? Do crawlers make a cleared area feel unfinished in a good way, or just annoying? Does the virtual cursor feel better or worse than your normal mouse — and does the leash help or fight you? Feedback on cook risk, crawlers, and aim feel helps most.
Newtonian space shooter. Thrust to build speed, coast, rotate while drifting, retro-brake to stop. The new hull has two rear boosters and a blaster pod on each side, and the thrusters are drawn straight off the physics — slide sideways and the pod that is actually pushing you lights up. Now with breakable asteroid fields to fight around.
GREYBOX PLAYTEST — systems only, art in progress
Controls
W thrust · S brake · A/D strafe · mouse aim · click/Space fire · H spawn squad · Esc menu
New this build: the ship is drawn properly and fires from both side pods, converging on your cursor (same damage per shot as before, just split across two barrels). Watch the thrusters while you strafe — they are driven by your real velocity, so they should tell you which way you are actually drifting. Asteroid fields are scattered across the map: shoot them and they break into spinning chunks that break again, and they will bump you if you fly into them. And the starfield is fixed — it used to only exist near one corner of the map, so most of the world had no sense of speed at all. Does the map read as a real place now? Is the encounter density right, or still thin?
NEW — up to 4-player co-op. Hit PLAY TOGETHER, create a room, and send your friends the 5-letter code (or the share link). Everyone picks a different ship colour; drones and waves are shared, friendly fire is off, and the waves get bigger with more pilots. Drop out and rejoin mid-wave and your ship comes back. Sign-in needs a Google account and an invite code — ask Austin for one. Solo play is unchanged and needs no account.
Third-person shooter greybox — our 3D camera/aim probe. Capsules only, no character art yet.
GREYBOX PLAYTEST — systems only, art in progress
Controls
Click to lock mouse · WASD move · Shift sprint · LMB fire · RMB aim-down-sights · R reload / restart · H spawn squad
Fresh polish pass: the character now faces where the camera looks while moving/aiming, enemies can't clip inside you and get knocked back on contact (kite or sprint to escape), and death shows a YOU DIED — press R restart. Does third-person aiming feel accurate — do shots land where the reticle points despite the shoulder offset? Is the camera comfortable and the combat survivable? No character art yet — judge the camera, aim, and feel.
Arcade space flight with a ship hangar — pick one of five hulls, then fly an endless asteroid belt that streams around you forever. A/D really roll the ship now, not just the wings. Line up a distant beacon and WARP to it. Rocks shatter into spinning chunks that shatter again. Flip to the cockpit any time.
GREYBOX PLAYTEST — systems only, art in progress
Controls
MOUSE aim · LMB fire · W/S throttle · SHIFT boost · A/D roll · Q/E nose yaw (tethered mode) · X target beacon · hold Z warp · C/V cockpit · B hangar · T steering mode · ESC pause
Three things are new and we want them judged separately. ROLL: A/D now rotate the ship itself, in both steering modes — roll 90° and keep flying, then (in tethered mode, press T) use Q/E to swing the nose and watch it arc UP and DOWN instead of left and right. Does the aim still feel attached when you are rolled over? ENDLESS SPACE: pick a direction and just go. The belt never ends and there is no invisible wall — the POS readout bottom-left is your real distance from where you started. Does it ever feel empty, or does a rock ever pop into existence instead of resolving out of the haze? WARP: beacons show as edge markers with a distance. Point near one, press X to target it, then hold Z. It will refuse while anything hostile is near you — shake them off first. Is the jump worth the wait, and does the drop-out land you somewhere worth being? Also still worth telling us: which hull you would fly again, and whether the cockpit view beats the chase cam.