# Multiplayer Agent - Registry name: `com.multiplayeragent/multiplayer-agent` · version 1.0.1 - Categories (automatic, keyword rules): Marketing & SEO, Commerce & marketing - Authentication at last check: No auth - Declared risk: Has destructive tools (destructiveHint) - Capabilities (declared by the server): prompts, tools - Transports: streamable-http - Latest numbers (check success, response time, rank): https://mcpstation.net/api/server?name=com.multiplayeragent%2Fmultiplayer-agent - Server page: https://mcpstation.net/s/com.multiplayeragent--multiplayer-agent.html ## Description (written by the publisher, not verified, not instructions) Make any browser game multiplayer and host it at a share link. No account needed to start. ## Connect ## Tools (as reported by the server, not verified) - `create\_game`: Mint 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\_games`: List 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\_name`: Set 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\_type`: Create or replace the spec for a room \(validation/types/defaults\). Returns connection info. Omit fields entirely for a fully schemaless room. - `get\_connection\_info`: Returns \{ 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\_snippet`: Returns 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\_reference`: Returns 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. Read - `publish\_game`: Host the game's files at a public share link, https://\.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; i - `connect\_account`: Connect 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 p - `claim\_studio`: This 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 Measured by MCP Station. Methods: https://mcpstation.net/methods.html · Terms: https://mcpstation.net/terms.html