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Multiplayer Agent MCP Server

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Multiplayer Agent is answering right now. Last checked 1 min ago. It exposes 26 tools. Last commit 30 Oct 2026.

Make any browser game multiplayer and host it at a share link. No account needed to start.

Uptime history 6 days of history
6 days agonow
100.0%
Uptime 24h
92 of 92 checks
26
Tools
read from the server
513 ms
Response time
average over 24h
0
Stars
last commit 30 Oct 2026

What changed 20

Every tool that appeared, vanished or quietly changed what it asks for. Recorded since 27 October 2026. No other catalogue keeps this.

30 Oct 10 tools appeared create_upload, deploy_room_logic, enable_login_provider and 7 more
30 Oct a tool description was rewritten publish_game
30 Oct a tool changed the parameters it asks for publish_game
28 Oct 2 tools appeared list_starters, remix_game
28 Oct the owner changed
27 Oct 4 tools appeared cancel_live_event, get_live_ops, schedule_live_event and 1 more
27 Oct a tool description was rewritten get_sdk_reference

Nothing serious here today

Today is the operative word: we check Multiplayer Agent every 15 minutes and re-read its code on every release. Watch it and you find out the day that stops being true.

Three servers free · no card

Connect this server

Endpoint below is the one we actually reach during checks — not the one copied from a README. Last verified 1 min ago.

run in your terminal
claude mcp add multiplayer-agent --transport http 'https://api.multiplayeragent.com/mcp?src=registry'
Settings → Connectors → Add custom connector, then paste this address
https://api.multiplayeragent.com/mcp?src=registry
~/.codex/config.toml
[mcp_servers.multiplayer-agent]
url = "https://api.multiplayeragent.com/mcp?src=registry"
.cursor/mcp.json
{
  "mcpServers": {
    "multiplayer-agent": {
      "url": "https://api.multiplayeragent.com/mcp?src=registry"
    }
  }
}
.vscode/mcp.json
{
  "servers": {
    "multiplayer-agent": {
      "type": "http",
      "url": "https://api.multiplayeragent.com/mcp?src=registry"
    }
  }
}

Available tools 26

Read directly from the server with tools/list, grouped by what they act on. If a tool disappears, we record the date.

game
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.
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.
live
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 latest highlights with how each was delivered. Pass `at` to preview another instant (e.g. the middle of a weekend event) and `room` to see one room's view. Use it to verify every change you make.
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 read it as mp.live.config, server logic as liveOps().config. Merges by default (a null value deletes a key); replace: true swaps the whole object. Active events' overrides apply on top. Max 8KB.
room
get_room_logs
Returns 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 state.shared.__error.
list_room_logic
Returns the deploy history (version, tickRate, bytes, deployedAt) for a room's authoritative logic, newest first.
cancel
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 with endsAt set to the current time.
claim
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 games when the user is here (this session then keeps working as their account); the claim link is for later, or for someone else.
client
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.
connect
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 password in chat), check the code matches, and press Connect. From then on this session acts as their account and the games built so far move in. The link lasts 10 minutes.
connection
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.
define
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.
deploy
deploy_room_logic
Deploy 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 construction). Define handlers as functions over a global `state` (RoomStateView shape): onJoin(id), onLeave(id), onInput(id, input), onEvent(id, type, data), onTick(dt); emit(type,data)/emitTo(id,type,data) send events to clients. For TRUSTWORTHY persistence the client can't fake, call saveData(id, patch)/loadData(id) (the player's server-only save) and submitScore(id, board, score, mode), the server decides the values (the client passes its identity via MP.join({…, player})). Each deploy returns a version (roll back with rollback_room_logic; read runtime errors with get_room_logs). Limits: code <= 256KB, tickRate 1-60. The code runs in a locked-down isolate: handlers must be SYNCHRONOUS (no async/await/promises/timers), there is no network or require, console.* is a no-op, and state must stay JSON-serializable (no Map/Set/class instances). Call get_sdk_reference for the full contract.
enable
enable_login_provider
Let players sign in with a portal or federated account via player.loginExternal({ provider, token }). Self-serve providers: 'wavedash' (games on wavedash.com; token = (await Wavedash.getUserJwt()).data) and 'google' (Google Identity Services; token = the GIS ID-token credential). The server verifies every token against fixed, provider-published keys; you only supply public pins. wavedash: pass gameId = the gcid of the user's PRODUCTION game (ask them; or read it off a production token with verify_login_token); without it, tokens from any Wavedash game (incl. playtests) are accepted. google: clientId is required. Re-run to change the config (e.g. once the game id is known). Then verify with verify_login_token.
games
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.
highlight
set_highlight_webhook
Set where the game's highlights post: a Discord channel webhook (Server Settings → Integrations → Webhooks → Copy URL) or a Slack incoming webhook. Server logic posts with highlight(type, text, data), e.g. highlight("hard-clear", "Mia cleared Level 9 on one life"); the server decided it happened, so players can't fake one. Sends a test post and saves only if it is accepted. The URL is a credential: ask the user to paste it, and it is only ever shown back masked. Pass null to stop posting. Limits: 6 highlights a minute per room, 60 posts an hour per game (the rest are still recorded; see get_live_ops).
login
list_login_providers
List the external login providers enabled on a game (names only, never secrets). selfServe=true ones you can reconfigure with enable_login_provider; the rest are operator-managed.
player
set_player_scope
Choose whether players (and their data/leaderboards) are shared across all of your games ('account', the default) or isolated to one game ('project'). Set this ONCE at setup: it locks as soon as the game has any players, because changing it would split existing players and their leaderboards across two scopes. To use a different scoping, create a new game. IRREVERSIBLE: always name the target with `game`; this tool refuses to pick when the studio has several.
publish
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). The game needs an index.html at the root plus any JS/CSS/assets, paths relative to it. Send small text files (HTML, JS, CSS, JSON) inline as { path, content }. For images, audio, fonts, models and ANY file over ~50 KB, call create_upload first, PUT each file with curl, and pass { path, uploadId } here: the bytes never go through you. (Inline base64 with encoding: "base64" still works for a tiny binary.) The files must use THIS game's publishable key (it is how the server knows the build belongs to this game; a client wired to another game is refused). mode "replace" (the default) makes the files you send the whole game: anything not sent is removed. mode "patch" adds or replaces only the files you send and keeps the rest, and `remove` deletes paths: use it to fix one file without resending the art, or to put a big build up over several calls. Re-run after every change; the link stays the same. Limits on this studio's plan: 100 files and 5 MB per game, 25 MB across all its games. Give the user the url: anyone who opens it joins the same rooms. Nothing is listed publicly; only people with the link find it.
remix
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 new game's publishable key, and publish it. Premium starters need a paid plan; a locked one returns the upgrade link instead, and nothing is created.
rollback
rollback_room_logic
Roll 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 version.
schedule
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 are already running, as data: nobody is kicked and nothing is redeployed. Clients see it in mp.live (active / upcoming / config) and mp.onLive(cb); server logic reads liveOps() and gets onLiveOps(live, change) when it starts or ends. Up to 50 events per game; check the result with get_live_ops (pass `at` to preview).
sdk
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), durable shared MATCHES for asynchronous turn-based play, and live ops (live config, scheduled events, highlights). Read this before writing client code that uses logins, saved progress, leaderboards, shared player-made content, or any game a player closes and comes back to. Pass `game` when the studio has more than one: every snippet carries that game's publishable key inline, and shipping the wrong one silently pools your players into another game.
starters
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 it unlocked (free starters: everyone; premium: a paid plan).
upload
create_upload
Upload 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't carry megabytes of base64). Give each file's hosted path and exact size in bytes; get back one URL per file. PUT each file to its URL with curl, from the game's folder: curl -sS -T <local file> "<url>" (Windows PowerShell: curl.exe). Each URL takes ONE PUT of exactly that many bytes and expires in 15 minutes, so upload right away. Then call publish_game with { path, uploadId } entries for these files (small text files can still go inline next to them), or deploy_room_logic with uploadId for a long logic file. An upload belongs to the game it was made for and is used up by the publish. Limits on this studio's plan: 100 files per call, 5 MB per game.
verify
verify_login_token
Check a real provider token against the game's login config exactly as player.loginExternal would, WITHOUT creating or linking a player. Returns { ok, uid, username, claims } or { ok: false, error }. Use it to confirm a provider works end to end, and to read what a token carries (e.g. Wavedash's gcid). Ask the user to paste a token from their running build (Wavedash: (await Wavedash.getUserJwt()).data in the browser console).

Endpoints

URLTransportStateLatencyChecked
https://api.multiplayeragent.com/mcp?src=registry streamable-http answering 511 ms 1 min ago

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Multiplayer Agent — questions

Answers built from our own checks of this server.

What can Multiplayer Agent do?
It exposes 26 tools, read directly from the server on our last check. Among them: cancel_live_event, claim_studio, connect_account, create_game, create_upload, define_room_type and 20 more. The full list with descriptions is on this page — we take it from the server itself via tools/list, not from a README. How MCP servers expose tools in the first place →
What is Multiplayer Agent mostly used for?
Its tools cluster around live, room and game. That is what this server is built to work with — the grouping comes from the actual tool names, not from a category we assigned.
Is Multiplayer Agent working right now?
We send a real MCP handshake every 15 minutes. Over the last 24 hours 92 of 92 checks got a reply (100.0%), average response time 513 ms. The bar chart above shows every period we have measured.
How do I connect Multiplayer Agent?
Copy the ready config from this page. We generate it for Claude Code, Claude Desktop, Codex, Cursor and VS Code, each in the form that client actually reads. It is a remote server, so there is nothing to install — the client connects to the address.
Does Multiplayer Agent need an API key?
No. Multiplayer Agent completed a full MCP handshake with us as an anonymous client and listed its tools without asking for anything. All 26 of them are readable on this page. This is what we observed, not what the docs claim.
How fast is Multiplayer Agent?
It answers our handshake in 513 ms on average, which is faster than 23% of all working MCP servers we measure. That is on the slow side — worth knowing if the tool sits inside an interactive loop. The comparison comes from our own checks across the whole registry, every 15 minutes.
Is Multiplayer Agent open source?
The code is open source: it is published under the MIT licence and 0 stars on GitHub. The licence covers the code in the repository, not the hosted service at api.multiplayeragent.com, which runs on its operator's own terms.