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Multiplayer Agent MCP server

Which MCP servers are Multiplayer Agent's own, from the official registry and from asking its own domain, whether they answer, and what they offer. A program checked each of these, nobody copied them from a product page.

read 2026-10-29

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Whose server it is
  • Registry namecom.multiplayeragent/multiplayer-agentverified in the MCP registry

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

When we asked itchecked 2026-10-29
  • Stateanswerschecked 2026-10-29
  • Tools16
  • Server calls itselfmultiplayer-agent
  • Server version0.1.0
  • Protocol version2025-06-18

On 2026-10-29 the server answered initialize and tools/list without a sign-in. First answer in 120 ms.

Should an agent connect itNot proven either way yet
  • Its tools do every use case we checked: Add real-time multiplayer rooms to a browser game; Run game rules on the server so clients cannot cheat.
  • Checked on 5 of the 7 days it takes to judge reliability.

Once connected

  • For "Add real-time multiplayer rooms to a browser game", the likely first call is create_game.
  • For "Run game rules on the server so clients cannot cheat", the likely first call is deploy_room_logic.
  • create_game, set_game_name, set_live_config, cancel_live_event, set_highlight_webhook change data without a sign-in: anyone with the address can call them.

Said by rules from the measurements above. The likely first call is a model's pick from the tool list; read its description before relying on it.

Measured dailydaily checks: 5, the first on 2026-10-29
  • INITE MCP scoreafter a weeka score needs 7 daily checks: 5 so far
  • What an agent can do with it2 of 2 use cases
  • Answeredmeasuring5 of the 7 daily checks it takes to print a share
  • Median first answer122 ms
  • Space in an agent's context≈ 6,577 tokensthe definitions of all its tools (26), which an agent carries on every turn
  • Tool definitionsA · 100 of 100
  • Typed results0 of 26 toolsdeclared outputSchema: results come typed, read once
  • Every tool passes all six checks.

What an agent can do with it

  • can do · Add real-time multiplayer rooms to a browser game
  • can do · Run game rules on the server so clients cannot cheat
  • not sure · Share a play link so friends join the same room

Each of the product's use cases, put to Jev against this server's tool list: can an agent do it with these tools?

Worth a look

  • Tools that change data, on a server that answers without a sign-in: create_game, set_game_name, set_live_config, cancel_live_event, set_highlight_webhook

A program checks the server once a day: initialize and tools/list, no model. Tokens are the definitions' length at about four characters a token. The grade averages six checks of every tool's name, description, schema and annotations; it says how well the tools are described, not whether they work. The score weighs what was measured and nothing else: answering (25%), doing the product's job (25%), definitions (20%), context (10%), use (10%) and how readily a client connects (10%). A part that was not measured is left out, and a hidden instruction caps the score at 40. The state of vendors' MCP servers: method and numbers →

Tools it offers16 tools · read 2026-10-29
  • 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…

  • 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…

  • get_live_ops

    Read 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 status (active / upcoming / ended), the highlight webhook (masked) and the 20…

  • set_live_config

    Set 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 running within ~15 seconds, with no redeploy and nobody disconnected; clients…

  • schedule_live_event

    Schedule (or, with an existing id, edit) a timed event: a window, optionally repeating daily or weekly, optionally limited to some rooms, carrying config overrides that apply only while it runs. It starts and ends on time in rooms that…

  • cancel_live_event

    Delete 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 in change.ended). To end it early but keep it listed, schedule the same id again…

  • 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)…

  • publish_game

    Host 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…

  • list_starters

    List 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, summary, the video it came from, whether it's premium, and whether THIS studio has…

  • remix_game

    Start 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 source as a ZIP, valid for 5 minutes, plus the steps to unpack it, rewire it to the…

  • 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…

  • 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…

How to connect

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

{
  "mcpServers": {
    "multiplayer-agent": {
      "type": "http",
      "url": "https://api.multiplayeragent.com/mcp?src=registry"
    }
  }
}

Add it

Claude Code, in a terminal

claude mcp add --transport http multiplayeragent https://api.multiplayeragent.com/mcp?src=registry

Add to CursorAdd to VS Code

claude.ai, ChatGPT and other clients: add https://api.multiplayeragent.com/mcp?src=registry as a custom connector in the settings.

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.