com.multiplayeragent/multiplayer-agent
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Publisher-provided title
Multiplayer Agent
Publisher-provided description
Make any browser game multiplayer and host it at a share link. No account needed to start.
Summary by lookupd
Hosts browser games with realtime multiplayer rooms, server logic, live config, saves, login, and share-link publishing for agents to…
Install
Claude Code, remote (streamable-http)
claude mcp add --transport http multiplayer-agent 'https://api.multiplayeragent.com/mcp?src=registry'
Codex, remote (streamable-http)
codex mcp add multiplayer-agent --url 'https://api.multiplayeragent.com/mcp?src=registry'
Cursor, remote (streamable-http) → .cursor/mcp.json
{
"mcpServers": {
"multiplayer-agent": {
"url": "https://api.multiplayeragent.com/mcp?src=registry"
}
}
}Other clients: docs. Or tell your agent: Set up lookupd for me: read https://lookupd.com/agent.md and follow it.
Tools (26 tools)
Publisher-provided text
create_gameMint a new game (publishable key) under your studio (secret key). Returns its publishableKey + wsEndpoint. Point a client at the new key, or scope this MCP to ilist_gamesList the games (publishable keys) under your studio, with labels and per-game settings. Marks which game is `primary` (the one unnamed calls fall back to) and wset_game_nameSet a human-readable name for a game (the `game` argument, else the x-mp-game header, else your only game). The name shows in your dashboard: call this when youdefine_room_typeCreate or replace the spec for a room (validation/types/defaults). Returns connection info. Omit fields entirely for a fully schemaless room.get_connection_infoReturns { wsEndpoint, roomName, publishableKey, adsPublisherId } for wiring a client. adsPublisherId is your BYO Google Ads id (embed it if set). Check the retuget_client_snippetReturns a complete single-file HTML game wired to this room: realtime movement plus an anonymous (claimable) player, a saved color (datastore), and a click leaddeploy_room_logicDeploy server-side game logic (JS source) for a room so it runs AUTHORITATIVELY: clients send inputs and the server computes state on a tick (anti-cheat by conslist_room_logicReturns the deploy history (version, tickRate, bytes, deployedAt) for a room's authoritative logic, newest first.rollback_room_logicRoll a room's authoritative logic back to a prior version by re-deploying it as a new version (history stays intact). Omit toVersion to restore the previous verget_room_logsReturns recent runtime errors from a room's deployed logic (newest first), so you can self-fix after a deploy without joining the room. Errors also surface in sget_live_opsRead a game's live ops: `now` (what players see right now: the merged config plus active and upcoming events), the base config, every scheduled event with its sset_live_configSet the game's live config: any JSON the game reads at runtime (drop rates, prices, difficulty, a banner, feature switches). It reaches rooms that are already rschedule_live_eventSchedule (or, with an existing id, edit) a timed event: a window, optionally repeating daily or weekly, optionally limited to some rooms, carrying config overricancel_live_eventDelete a scheduled event. If it is running, it ends in running rooms within ~15 seconds (its config overrides drop away; server logic gets onLiveOps with it inset_highlight_webhookSet where the game's highlights post: a Discord channel webhook (Server Settings → Integrations → Webhooks → Copy URL) or a Slack incoming webhook. Server logicget_sdk_referenceReturns the full SDK reference (markdown) wired to ONE game's key/endpoints: realtime rooms, player identity (anonymous + claim/login), the datastore (saves/staset_player_scopeChoose whether players (and their data/leaderboards) are shared across all of your games ('account', the default) or isolated to one game ('project'). Set thisenable_login_providerLet players sign in with a portal or federated account via player.loginExternal({ provider, token }). Self-serve providers: 'wavedash' (games on wavedash.com; tlist_login_providersList the external login providers enabled on a game (names only, never secrets). selfServe=true ones you can reconfigure with enable_login_provider; the rest arverify_login_tokenCheck a real provider token against the game's login config exactly as player.loginExternal would, WITHOUT creating or linking a player. Returns { ok, uid, usercreate_uploadUpload files straight from disk instead of pasting their bytes into a tool call: for images, audio, fonts, 3D models, and ANY file over ~50 KB (a tool call can'publish_gameHost the game's files at a public share link, https://<slug>.play.multiplayeragent.com/ (the game's own origin; the slug comes from the game's name and never chlist_startersList the starter games: ready-made multiplayer games (many built in Multiplayer Agent's videos) to begin from with remix_game. Each shows its slug, title, summaremix_gameStart from a starter game (see list_starters): makes a NEW game in this studio (or, with `game`, reuses one of yours) and returns a link to the starter's sourceconnect_accountConnect this keyless session to the user's own account, the way `gh auth login` works. Ask for their email first and pass it (it prefills the page). Returns a oclaim_studioThis connection has no account: it builds into an unclaimed studio. Returns the claim link to give the user (a free sign-up or log-in that moves the studio's ga
Details
- Version: 1.0.2
- Transports: streamable-http
- Uptime (7 days): 100%
- Median latency: 434 ms
- First indexed:
- Last seen in registry:
- Repository: https://github.com/multiplayeragent/multiplayer-agent
- Website: https://multiplayeragent.com/mcp
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