com.multiplayeragent/multiplayer-agent · v1.0.0 · agents-and-memory
Multiplayer Agent is healthy: it completed an MCP handshake in 1123 ms and exposes 10 tools.
Make any browser game multiplayer and host it at a share link. No account needed to start.
Endpoint: https://api.multiplayeragent.com/mcp (streamable-http)
Repository · Website · JSON · Add to my inventory
| Users (last 30 days) | 0 |
| Handshake | Healthy |
| Auth needed | None |
| Tool count | 10 |
| Latency | 1123 ms |
| Last checked (UTC) | 2026-10-26T06:00:17.018Z |
| Checked (UTC) | Status | Latency | Error |
|---|---|---|---|
| 2026-10-26T06:00:17.018Z | Healthy | 1123 | |
| 2026-10-26T06:00:16.983Z | Healthy | 903 |
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://<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; 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 |