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Multiplayer Agent
com.multiplayeragent/multiplayer-agent · v1.0.1
New (7 days)Has write/delete tools
Measured by MCP Station
| Last check | Reachable |
|---|---|
| Checked at | — |
| Check success 7 / 30 days | — |
| First-try success 30 days | — |
| Median response | — |
| Lookups 30 days | — |
| Authentication | No auth |
| MCP version | 2025-06-18 |
| Rank score | — |
| Declared risk | Has destructive tools (destructiveHint) |
| Capabilities declared | prompts, tools |
| Tool definitions | 10 tools · with description 100% · input schema is an object 100% · read/destructive hints 100% |
Description written by the publisher, not verified
Make any browser game multiplayer and host it at a share link. No account needed to start.
Connect
streamable-http · https://api.multiplayeragent.com/mcp?src=registry
{
"mcpServers": {
"multiplayer-agent": {
"url": "https://api.multiplayeragent.com/mcp?src=registry"
}
}
}Tools as reported by the server
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 it by passing the x-mp-game header.list_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 which one this connection is currently pointed at.set_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 you start building so the game isn't unnamed. Refuses to guess when the studio has several games and none was named.define_room_typewrite/deleteCreate 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 returned `target` names the game you meant before shipping the key.get_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 leaderboard. Write it to disk and open it. The game it is wired to is stamped in a comment at the top of the file.get_sdk_referenceReturns the full SDK reference (markdown) wired to ONE game's key/endpoints: realtime rooms, player identity (anonymous + claim/login), the datastore (saves/stats/inventory), leaderboards, player-created content (level sharing / UGC), and durable shared MATCHES for asynchronous turn-based play. Readpublish_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 changes). Send every file the game needs: an index.html at the root plus any JS/CSS/assets, paths relative to it. Text goes as utf8 content; iconnect_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 one-time url and a code: open the url in their browser yourself and tell them the code. They sign up or log in ON THE PAGE (never ask for a pclaim_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 games into their own account), when the studio expires, and whether it has been claimed already. connect_account is the better way to keep the
Repository · Website · JSON · Text for agents · Registry updated 2026-10-26