lol.playertwo/mcp · v1.1.0 · developer-tools
Player Two is healthy: it completed an MCP handshake in 1056 ms and exposes 33 tools.
Find browser games on Player Two, read its game SDK docs, and run your game studio there.
Endpoint: https://playertwo.lol/api/mcp (streamable-http)
Repository · Website · JSON · Add to my inventory
| Users (last 30 days) | 0 |
| Handshake | Healthy |
| Auth needed | None |
| Tool count | 33 |
| Latency | 1056 ms |
| Last checked (UTC) | 2026-11-08T09:55:25.156Z |
| Checked (UTC) | Status | Latency | Error |
|---|---|---|---|
| 2026-11-08T09:55:25.156Z | Healthy | 1056 |
search_games | Find games on Player Two (playertwo.lol), a store of games played in the browser: by words (in a game's name, tagline, description, studio, genres, modes and features: every word must match), genre, platform, free or paid, multiplayer, store game or raise. Each game with its slug, name, tagline, stu |
list_games | Every game in Player Two's store (playertwo.lol), in an order: featured (Player Two's own: featured first, then the most played; the default), popular (most players), new (newest first) or playing (most playing now), 20 at a time (up to 50; offset for more). The same filters as search_games. No key |
get_game_facts | Everything an agent needs to answer a player about one game on Player Two, by its slug (from search_games or its address, playertwo.lol/game/<slug>): what it is, its genres and modes, what it plays on, who it is for, its price (a sale, a trial, a raise's progress), where to play it and whether a gue |
get_sdk_docs | A part of Player Two's developer docs, in Markdown, as the docs pages say it today: the game SDK (trophies, leaderboards, stats, cloud saves, presence, in-game purchases, multiplayer rooms and room code), hosting a web game and pushing builds, Player Two Connect for a game on its own site, travel an |
where_to_publish | What Player Two offers a game's developer, as its docs state it, each fact with its link: what it keeps of sales, in-game purchases and raises, how a game gets there (the form, an agent, a zip, a pushed folder, GitHub, its own site served), and everything a game gets (store page, hosting, SDK, multi |
get_submission_guide | Read this first: every field of a game's page, its limits, the rules, the steps, and an example store game and raise. No key needed. |
check_game | Check a draft before submitting: says what is still missing, and the draft as it would be kept. Saves nothing. No key needed. |
upload_media | Keep a picture (PNG, JPEG or WebP up to 12 MB: the key art, screenshots, a feature's picture), a trailer or a gameplay video (MP4 or WebM up to 80 MB) or a font for the name's lettering (WOFF2, WOFF, TTF or OTF up to 2 MB, checked by what it is; only a font you are allowed to use on the web) in Play |
upload_web_build | Keep a game played in the browser: a .zip with index.html at its top (up to 100 MB), or a single .html page. Returns the address to put in the draft's build. version (optional): what the build is called, up to 32 characters of letters, digits, dots, dashes, plus signs and spaces, starting with a let |
submit_game | Submit the player's game, for the store (kind: store) or as a raise (kind: raise). Live at once, or kept as a draft in their studio with publish: false. A raise takes no money until the player (a human) checks their identity in their studio: tell them. |
update_game | Change one of the player's games: only the fields given change. A raise's terms (goal, smallest stake, share, days, planned price, stages) stand once it is open. |
get_game | One of the player's games as stored (drafts too), with its raise if it has one. |
list_trophies | One of the player's games' trophies (retired ones too), how many players hold each, the XP budget left of 1,000, and whether the game counts toward players' levels yet. |
define_trophy | Add a trophy to one of the player's hosted games, or change one by its key. Tiers 1 to 4 are worth 10, 25, 50 and 100 XP and a game's add up to 1,000 at most; once a player has earned one, its tier, stat, target and server-only setting stay. Every trophy is a relic, a small sculpture of cubes built |
list_boards | One of the player's games' leaderboards, with how many players are on each. |
define_board | Add a leaderboard to one of the player's hosted games, or change one by its key (up to 20): which way is better, how a score reads, its bounds, the wait between scores, and whether only the game's own server sends scores (trusted). The game fills it with the SDK's scores.submit(key, value). |
list_builds | One of the player's web games' builds that are still kept (30 days after another took its place, and the last 20 always), newest first: each one's version (its developer's, or its number in the game's builds), which is live, who sent each (the player, or which agent key), its size, its files against |
make_build_live | Make a build from list_builds the game's build again: players get it on their next page load. The build live now stays kept, so this can be undone the same way. Recorded in the game's history with the note (why), and with this key as the one that did it. |
name_build | Give one of the player's web games' kept builds (key from list_builds, live or not) its version: up to 32 characters of letters, digits, dots, dashes, plus signs and spaces, starting with a letter or a digit (like 1.4.0 or 2.0 beta). Shown wherever its builds are from then on; nobody is told. A push |
list_products | One of the player's games' add-ons and in-game products (off-sale ones too), each with its kind, key and price, how many players have it, how many times it was bought and what the studio has made from it. |
define_product | Add something one of the player's games sells, or change one by its key. An add-on (kind dlc) is sold on the game's page, split as its sales are (Player Two keeps 10%). Everything else is sold inside the game: the game lists them (p2.store.list) and asks to sell one (p2.store.buy), Player Two's own |
get_rooms | One of the player's games' multiplayer rooms open now (by build) and how their players' connections were over the last minute, overall and for its eight busiest rooms: ping (the middle page's and p90, ms there and back), jitter, bytes a second each way a page, corrections and rewinds a minute a page |
playtest_link | One of the player's games not out yet (kept private, or coming on a day): its "anyone with the link" playtest, as its studio's Playtesters has it. on: true turns it on (anyone who opens the link sees the game's page, a private one's too, and once signed in plays it as a tester: free, in test mode, a |
post_update | Post news on one of the player's games, first in its page's Updates (what its page's and studio's Post an update do): a title (2 to 80 characters) and the words in Markdown, up to 10,000 characters (**bold**, *italic*, ## a heading, - or 1. lists, > a quote, [words](https://...) links, http and http |
list_updates | One of the player's games' posts still up on its page, the pinned one first and then the newest (up to 100): each one's id (what edit_update, pin_update and delete_update take), its kind (devlog: its team wrote it, so it can be edited and deleted; release, unlock, vote and raise are Player Two's own |
edit_update | Change one of the player's developer posts (kind devlog, from list_updates) by its id: its title (2 to 80), its words in Markdown (up to 10,000) and its attachments (media: the whole new list, in order, up to 4 pictures or a video and 3; the ones it had, and new ones from upload_media with game). Wh |
pin_update | Pin one of a game's posts first in its page's Updates, before the newest (pinned: true, the default), or unpin it (false). Any post, Player Two's own "Out now" too. One a game: pinning another unpins the one before. Nobody is told; visitors see Pinned on it. |
delete_update | Take one of the player's developer posts (kind devlog) off its game's page for good, by its id from list_updates: gone from the page, the feeds, the studio and the API; the notices it sent are taken out of players' lists (an email already sent stays sent); its pictures and video leave the store a da |
list_comments | Players' comments on one of the player's games' posts (id from list_updates), oldest first, the newest last, up to 200: each with its id, words, who wrote it (dev: the game's team), when, whether it was taken down, the comment it replies to, and whether it is new for the player (new: written since t |
hide_comment | Take a player's comment on one of the player's games' posts down (comment: its id from list_comments): out of sight for players, kept for the team and Player Two's admins, in the audit log. Only when the player asked, or it plainly breaks the rules (spam, abuse); a comment someone should look at can |
lock_comments | Lock one of the player's games' posts' comments (locked: true: no more, the ones there stay) or open them again (false). |
mark_comments_read | For the player, on the game's team: a post's comments (id from list_updates) read up to now (or up to until, in milliseconds: the newer ones stay new), or every post's with no id (Mark all read). Each of the team has their own: a teammate's new comments stay new. Answers how many posts were marked a |
my_studio | The player's studio: its games and where each stands, and whether their identity is checked (needed only for raises). |