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iDos Games MCP server

Which servers in the official MCP registry are iDos Games's own, whether they answer, and what they offer. A program checked each of these, nobody copied them from a product page.

read 2026-10-17

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Whose server it is
  • Registry namecom.idosgames/platformverified in the MCP registry

The registry name sits under idosgames.com. The registry only lets a publisher use that namespace after proving control of the domain through DNS or HTTP.

When we asked itchecked 2026-10-17
  • Stateanswerschecked 2026-10-17
  • Tools144
  • Server calls itselfidosgames-platform
  • Server version1.2.0
  • Protocol version2025-06-18

On 2026-10-17 the server answered initialize and tools/list without a sign-in. First answer in 175 ms.

Tools it offers144 tools · read 2026-10-17
  • list_my_titles

    List the games (Titles) this connection may work with: TitleID, name, publication status and the permissions granted on each — call it first when the user names a game or says "my game", then pass its TitleID as title_id to the other…

  • get_image_data

    GET ONLY the 'ImageData' field of TitlePublicConfigurationModel. Dictionary<string,string> of arbitrary named image asset URLs/paths for the Title — splash screens, banners, icons, loading screens, marketing art. Key is a project-defined…

  • save_image_data

    PARTIAL SAVE: writes ONLY the 'ImageData' field of TitlePublicConfigurationModel; all other v1/v2 fields stay untouched. Dictionary<string,string> of arbitrary named image asset URLs/paths for the Title — splash screens, banners, icons…

  • get_asset_bundle

    GET ONLY the 'AssetBundle' field of TitlePublicConfigurationModel. Dictionary<string,string> of named bundle/manifest URLs (Unity AssetBundles, Addressables manifests, etc.). Key is a logical bundle slug, value is its CDN URL. Use this…

  • save_asset_bundle

    PARTIAL SAVE: writes ONLY the 'AssetBundle' field of TitlePublicConfigurationModel; all other v1/v2 fields stay untouched. Dictionary<string,string> of named bundle/manifest URLs (Unity AssetBundles, Addressables manifests, etc.). Key is…

  • get_title_custom_data

    GET ONLY the 'TitleCustomData' field of TitlePublicConfigurationModel. SCHEMA + limits for the title-wide key-value store (feature flags, project-wide globals, event state, balancing knobs that don't fit any typed definition below). This…

  • save_title_custom_data

    PARTIAL SAVE: writes ONLY the 'TitleCustomData' field of TitlePublicConfigurationModel; all other v1/v2 fields stay untouched. SCHEMA + limits for the title-wide key-value store (feature flags, project-wide globals, event state, balancing…

  • get_cloud_code

    GET ONLY the 'CloudCode' field of TitlePublicConfigurationModel. Server-side scripting (CloudCode): the active JavaScript revision the title runs, plus execution policy — engine limits, rate limits, per-handler metadata, whether…

  • save_cloud_code

    PARTIAL SAVE: writes ONLY the 'CloudCode' field of TitlePublicConfigurationModel; all other v1/v2 fields stay untouched. Server-side scripting (CloudCode): the active JavaScript revision the title runs, plus execution policy — engine…

  • get_currency

    GET ONLY the 'Currency' field of TitlePublicConfigurationModel. Currency catalogue: VirtualCurrencies (Gold, Gems, Energy, etc.) AND CryptoCurrencies (on-chain tokens). Defines IDs, economy (USD value, balance limits), recharge rules for…

  • save_currency

    PARTIAL SAVE: writes ONLY the 'Currency' field of TitlePublicConfigurationModel; all other v1/v2 fields stay untouched. Currency catalogue: VirtualCurrencies (Gold, Gems, Energy, etc.) AND CryptoCurrencies (on-chain tokens). Defines IDs…

  • get_item

    GET ONLY the 'Item' field of TitlePublicConfigurationModel. Item catalogue — every consumable, equipment piece, resource, gear or generic inventory entity the player can own. Defines item IDs, names, categories, stack rules, rarities…

  • save_item

    PARTIAL SAVE: writes ONLY the 'Item' field of TitlePublicConfigurationModel; all other v1/v2 fields stay untouched. Item catalogue — every consumable, equipment piece, resource, gear or generic inventory entity the player can own. Defines…

  • get_premium

    GET ONLY the 'Premium' field of TitlePublicConfigurationModel. Premium offerings catalogue — paid subscriptions, premium passes, real-money bundle skus, supporter tiers. Distinct from Store (regular in-game shop with virtual-currency…

  • save_premium

    PARTIAL SAVE: writes ONLY the 'Premium' field of TitlePublicConfigurationModel; all other v1/v2 fields stay untouched. Premium offerings catalogue — paid subscriptions, premium passes, real-money bundle skus, supporter tiers. Distinct…

  • get_reward

    GET ONLY the 'Reward' field of TitlePublicConfigurationModel. Reward templates — reusable bundles of currency + items + buffs that can be granted to a player. Referenced by Quest, TimedEvent, CoopEvent, Season, DailyLogin, Referral, etc…

  • save_reward

    PARTIAL SAVE: writes ONLY the 'Reward' field of TitlePublicConfigurationModel; all other v1/v2 fields stay untouched. Reward templates — reusable bundles of currency + items + buffs that can be granted to a player. Referenced by Quest…

  • get_user_custom_data

    GET ONLY the 'UserCustomData' field of TitlePublicConfigurationModel. Schema for per-player custom data fields — name, type, default value, visibility, whether the client can write it. This is the SCHEMA only; actual per-user values live…

  • save_user_custom_data

    PARTIAL SAVE: writes ONLY the 'UserCustomData' field of TitlePublicConfigurationModel; all other v1/v2 fields stay untouched. Schema for per-player custom data fields — name, type, default value, visibility, whether the client can write…

  • get_usage

    GET ONLY the 'Usage' field of TitlePublicConfigurationModel. Retention policy for the player's activity history (Usage). The engine keeps a rolling window of per-day records and folds everything older into monthly totals, then months of…

  • save_usage

    PARTIAL SAVE: writes ONLY the 'Usage' field of TitlePublicConfigurationModel; all other v1/v2 fields stay untouched. Retention policy for the player's activity history (Usage). The engine keeps a rolling window of per-day records and…

  • get_timed_event

    GET ONLY the 'TimedEvent' field of TitlePublicConfigurationModel. Solo time-limited events — daily challenges, weekly missions, holiday events, login streaks. Defines event IDs, schedules (start/end/recurrence), objectives, progress…

  • save_timed_event

    PARTIAL SAVE: writes ONLY the 'TimedEvent' field of TitlePublicConfigurationModel; all other v1/v2 fields stay untouched. Solo time-limited events — daily challenges, weekly missions, holiday events, login streaks. Defines event IDs…

  • get_coop_event

    GET ONLY the 'CoopEvent' field of TitlePublicConfigurationModel. Cooperative multi-player events — guild raids, server-wide goals, leaderboard tournaments where players contribute together. Distinct from TimedEvent (solo) and Leaderboard…

  • save_coop_event

    PARTIAL SAVE: writes ONLY the 'CoopEvent' field of TitlePublicConfigurationModel; all other v1/v2 fields stay untouched. Cooperative multi-player events — guild raids, server-wide goals, leaderboard tournaments where players contribute…

  • get_leaderboard

    GET ONLY the 'Leaderboard' field of TitlePublicConfigurationModel. Leaderboard definitions — name, ranking metric (score type), reset cadence (daily/weekly/seasonal/perpetual), tier-based rewards, eligibility rules. Use for pure…

  • save_leaderboard

    PARTIAL SAVE: writes ONLY the 'Leaderboard' field of TitlePublicConfigurationModel; all other v1/v2 fields stay untouched. Leaderboard definitions — name, ranking metric (score type), reset cadence (daily/weekly/seasonal/perpetual)…

  • get_season

    GET ONLY the 'Season' field of TitlePublicConfigurationModel. Long-form seasonal progression — battle passes, chapters, ladders. Defines a season's start/end window, XP/progress curve, tier rewards (free + premium tracks), and the Premium…

  • save_season

    PARTIAL SAVE: writes ONLY the 'Season' field of TitlePublicConfigurationModel; all other v1/v2 fields stay untouched. Long-form seasonal progression — battle passes, chapters, ladders. Defines a season's start/end window, XP/progress…

  • get_game_loop

    GET ONLY the 'GameLoop' field of TitlePublicConfigurationModel. Core gameplay loop configuration — match settings, level pacing, difficulty curves, energy/cooldown gates, retry/continue economy. Use for tuning the moment-to-moment…

  • save_game_loop

    PARTIAL SAVE: writes ONLY the 'GameLoop' field of TitlePublicConfigurationModel; all other v1/v2 fields stay untouched. Core gameplay loop configuration — match settings, level pacing, difficulty curves, energy/cooldown gates…

  • get_character

    GET ONLY the 'Character' field of TitlePublicConfigurationModel. Character/hero catalogue — playable units, NPCs, summons. Defines stats, abilities, evolution/level-up paths, art/asset references. Distinct from Item (generic inventory)…

  • save_character

    PARTIAL SAVE: writes ONLY the 'Character' field of TitlePublicConfigurationModel; all other v1/v2 fields stay untouched. Character/hero catalogue — playable units, NPCs, summons. Defines stats, abilities, evolution/level-up paths…

  • get_match

    GET ONLY the 'Match' field of TitlePublicConfigurationModel. PvP / match system configuration, grouped by battle mode under InstantBattle. Holds the instant-battle rule catalogue (keyed by RuleID) plus title-wide defaults. Each rule…

  • save_match

    PARTIAL SAVE: writes ONLY the 'Match' field of TitlePublicConfigurationModel; all other v1/v2 fields stay untouched. PvP / match system configuration, grouped by battle mode under InstantBattle. Holds the instant-battle rule catalogue…

  • get_collection

    GET ONLY the 'Collection' field of TitlePublicConfigurationModel. Collection / album / codex definitions — sets of items, cards, characters or achievements players collect. Defines what counts as the collection, completion rewards, and…

  • save_collection

    PARTIAL SAVE: writes ONLY the 'Collection' field of TitlePublicConfigurationModel; all other v1/v2 fields stay untouched. Collection / album / codex definitions — sets of items, cards, characters or achievements players collect. Defines…

  • get_craft

    GET ONLY the 'Craft' field of TitlePublicConfigurationModel. Crafting / recipe system — input resources, output item, success rate, time cost, station/skill prerequisites. Item IDs in inputs/outputs reference the Item catalogue; currency…

  • save_craft

    PARTIAL SAVE: writes ONLY the 'Craft' field of TitlePublicConfigurationModel; all other v1/v2 fields stay untouched. Crafting / recipe system — input resources, output item, success rate, time cost, station/skill prerequisites. Item IDs…

  • get_lootbox

    GET ONLY the 'Lootbox' field of TitlePublicConfigurationModel. Lootbox / gacha definitions — loot tables with weighted entries, pity systems, guaranteed rares, currency to open. Each entry references Item or Currency IDs. For straight…

  • save_lootbox

    PARTIAL SAVE: writes ONLY the 'Lootbox' field of TitlePublicConfigurationModel; all other v1/v2 fields stay untouched. Lootbox / gacha definitions — loot tables with weighted entries, pity systems, guaranteed rares, currency to open. Each…

  • get_store

    GET ONLY the 'Store' field of TitlePublicConfigurationModel. In-game shop, built as a tree: Stores -> Layout.Sections -> Slots, plus a flat StoreOffers catalogue. A SLOT is the only address a product can be bought through, and it decides…

  • save_store

    PARTIAL SAVE: writes ONLY the 'Store' field of TitlePublicConfigurationModel; all other v1/v2 fields stay untouched. In-game shop, built as a tree: Stores -> Layout.Sections -> Slots, plus a flat StoreOffers catalogue. A SLOT is the only…

  • get_ban

    GET ONLY the 'Ban' field of TitlePublicConfigurationModel. Ban levels and the level ban gates apply to a player. The publisher defines any number of named levels (e.g. "low"/"medium"/"hard") — each with capability checkboxes…

  • save_ban

    PARTIAL SAVE: writes ONLY the 'Ban' field of TitlePublicConfigurationModel; all other v1/v2 fields stay untouched. Ban levels and the level ban gates apply to a player. The publisher defines any number of named levels (e.g…

  • get_purchase

    GET ONLY the 'Purchase' field of TitlePublicConfigurationModel. Real-money in-app purchases (IAP) for Google Play and the Apple App Store. Product catalogue with per-store SKUs (StoreProductIDs), what each purchase grants (Rewards)…

  • save_purchase

    PARTIAL SAVE: writes ONLY the 'Purchase' field of TitlePublicConfigurationModel; all other v1/v2 fields stay untouched. Real-money in-app purchases (IAP) for Google Play and the Apple App Store. Product catalogue with per-store SKUs…

  • get_deal_offer

    GET ONLY the 'DealOffer' field of TitlePublicConfigurationModel. Limited-time offers WITH PROGRESSION — starter packs, comeback bundles, aquarium-style chains, pick-one-of-N. Two axes: a SLOT is a UI position that cycles through its own…

  • save_deal_offer

    PARTIAL SAVE: writes ONLY the 'DealOffer' field of TitlePublicConfigurationModel; all other v1/v2 fields stay untouched. Limited-time offers WITH PROGRESSION — starter packs, comeback bundles, aquarium-style chains, pick-one-of-N. Two…

  • get_marketplace

    GET ONLY the 'Marketplace' field of TitlePublicConfigurationModel. Player-to-player marketplace (v2) — fixed-price listings (price = ResourceBundle), auctions (single-axis bids), buy orders (escrowed payment), and direct trades/gifts…

  • save_marketplace

    PARTIAL SAVE: writes ONLY the 'Marketplace' field of TitlePublicConfigurationModel; all other v1/v2 fields stay untouched. Player-to-player marketplace (v2) — fixed-price listings (price = ResourceBundle), auctions (single-axis bids), buy…

  • get_quest

    GET ONLY the 'Quest' field of TitlePublicConfigurationModel. Quest / mission / objective definitions — single tasks the player completes for a reward. Includes trigger conditions, progress counters, completion criteria, reward references…

  • save_quest

    PARTIAL SAVE: writes ONLY the 'Quest' field of TitlePublicConfigurationModel; all other v1/v2 fields stay untouched. Quest / mission / objective definitions — single tasks the player completes for a reward. Includes trigger conditions…

  • get_tutorial

    GET ONLY the 'Tutorial' field of TitlePublicConfigurationModel. Tutorial / onboarding definitions — flows (ordered scenarios) built from steps that teach the player a mechanic. A step completes either by client acknowledgement or by a…

  • save_tutorial

    PARTIAL SAVE: writes ONLY the 'Tutorial' field of TitlePublicConfigurationModel; all other v1/v2 fields stay untouched. Tutorial / onboarding definitions — flows (ordered scenarios) built from steps that teach the player a mechanic. A…

  • get_localization

    GET ONLY the 'Localization' field of TitlePublicConfigurationModel. Localization SETTINGS — which locales the title offers, which one is the default (and therefore the fallback), what to render for a missing key, and the store limits. The…

  • save_localization

    PARTIAL SAVE: writes ONLY the 'Localization' field of TitlePublicConfigurationModel; all other v1/v2 fields stay untouched. Localization SETTINGS — which locales the title offers, which one is the default (and therefore the fallback)…

  • get_referral

    GET ONLY the 'Referral' field of TitlePublicConfigurationModel. Referral / invite system configuration — invite codes, attribution rules, milestones (e.g. invite N friends → reward), per-side rewards (inviter + invitee). Reward bundles…

  • save_referral

    PARTIAL SAVE: writes ONLY the 'Referral' field of TitlePublicConfigurationModel; all other v1/v2 fields stay untouched. Referral / invite system configuration — invite codes, attribution rules, milestones (e.g. invite N friends → reward)…

  • get_blockchain

    GET ONLY the 'Blockchain' field of TitlePublicConfigurationModel. On-chain integration config — chain selectors, smart contract addresses, RPC overrides, gas policy, supported networks for Crypto currencies. Built largely from…

The first 60 of 144, as the server listed them.

How to connect

Add the server to your MCP client config. Claude Desktop, Cursor and most other clients read this shape:

{
  "mcpServers": {
    "platform": {
      "type": "http",
      "url": "https://site.idosgames.com/api/v2/mcp"
    }
  }
}
Other servers listed as iDos Games's
  • com.idosgames/sdknot asked yetverified in the MCP registry

Each line is something a program found when it went looking: the registry entry, the server's own answer, a spec that parses. A missing line means we did not find it, not that it does not exist.