MCP server: One MCP server.

Playgama MCP - Publish & Manage HTML5 Games

@playgamaRun by its publisher: served from their own domain, namespace checked by the registry.MCP server · External

Publish HTML5 games in seconds from an AI agent: audience, monetization, analytics.

Freeno charge per call

One address for any MCP client. You sign in at developer.playgama.com once, after adding it.

What it does

  1. Reads
  2. Writes
  3. High impact

At most: moves money, runs code or commands, deletes data, or sends messages for you.

What it costs

Free

Odel charges nothing per call. The publisher may charge for its own service.

What it asks for at sign-in

Access toReadChange
McpNot stated: mcp

From the sign-in at developer.playgama.com, as the endpoint publishes it. You approve it there.

Tools

None listed · checked 7 Oct 2026

Odel could not list its tools without signing in.

Try it in the Inspector
README10 min read

Playgama Developer Console MCP Server

Publish and manage your HTML5 games on Playgama straight from your AI agent — Codex, Claude Code, Cursor or VS Code. Full guide: Playgama wiki.

The server is hosted by Playgama. There is nothing to install or run and no token to copy — you give your client the endpoint below, sign in to the console in the browser it opens, and allow the connection.

What you get

  • Publish in minutes — ask your agent, get a public playable link back.
  • Get the audience — the game takes its first players from the Playgama network, and Playgama DSP can send more the day it goes live (beta). The agent can start that campaign itself with start_sandbox_traffic; share the game first and the boost is free.
  • Start monetization — rewarded, interstitial and banner ads switch on through Playgama Ad once the game clears the session threshold (access by request).
  • Improve a game from telemetry — the agent can instrument the game, inspect compact preaggregated event, trend and session views, and use the evidence to find progression or performance problems. Playtime, retention and revenue reports remain in the developer dashboard; payouts start at 100 USD.
Endpointhttps://developer.playgama.com/api/mcp
TransportStreamable HTTP
AuthenticationOAuth 2.1 — the client discovers it from the endpoint
Connected agentsSee and revoke them at developer.playgama.com/mcp

You need a Playgama developer account with the sign-up finished. A connected agent reaches the games of your own organization and nothing else. It stays connected while it keeps using the server; revoke it on the same page and it is refused on its next call.

Every game needs the Playgama Bridge SDK integrated — the sandbox included. If your game does not have it yet, the agent integrates it before the first upload: get_bridge_sdk_docs serves the docs, and the Game checklist lists the required steps in order. A build in which the SDK was not detected is not published, and the sandbox takes Playgama Bridge 2.2.0 or newer only.

Questions: developer.success@playgama.com

Connect

Every client below opens the browser the first time it connects. Sign in to the console if you are not signed in, check the account and the agent, and allow it.

Codex

sh
codex mcp add 'playgama-developer-console' --url 'https://developer.playgama.com/api/mcp'

Claude Code

sh
claude mcp add --transport 'http' 'playgama-developer-console' 'https://developer.playgama.com/api/mcp'

Then run /mcp in Claude Code and choose the server to sign in.

Cursor

~/.cursor/mcp.json:

json
{
  "mcpServers": {
    "playgama-developer-console": {
      "type": "http",
      "url": "https://developer.playgama.com/api/mcp"
    }
  }
}

VS Code

.vscode/mcp.json:

json
{
  "servers": {
    "playgama-developer-console": {
      "type": "http",
      "url": "https://developer.playgama.com/api/mcp"
    }
  }
}

Claude Desktop and claude.ai

Settings → Connectors → Add custom connector, with the endpoint https://developer.playgama.com/api/mcp.

A token in a config from before OAuth

If your config still sends an Authorization header with a pgm_mcp_ token, it keeps working for now. Remove the header and connect again as above.

Tools

The authoritative list is what the server answers to tools/list. As of version 1.5.0:

ToolWhat it doesKind
Games
list_applicationsLists your organization's games, newest firstread-only
create_applicationCreates a new game as a draftwrite
get_applicationReads a game's saved form, archives and mediaread-only
update_application_formSaves form fields; fields you leave out keep their valueswrite
get_submission_stateTells whether the game can be submitted to moderation now, and why notread-only
list_moderation_commentsReads the moderation correspondence on a gameread-only
get_launch_stepsReads a game's launch path in order — archive, Bridge SDK, covers, form, sandbox, share, traffic — with the current step and the tools that move each oneread-only
Builds
start_archive_uploadStarts a zip upload and answers a one-hour upload URLwrite
confirm_archive_uploadAdds the uploaded archive to the form and starts unpackingwrite
get_archive_statusReads unpacking progress and the build checkread-only
Covers
start_cover_uploadStarts a cover upload for one slot: square, portrait or landscapewrite
confirm_cover_uploadChecks the image and puts it in its slotwrite
In-app purchases
list_in_app_productsReads the in-app catalog with its checksumread-only
replace_in_app_productsReplaces the whole catalog; products left out are deletedwrite
Leaderboards
list_leaderboardsLists a game's leaderboardsread-only
create_leaderboardAdds a leaderboardwrite
update_leaderboardChanges a leaderboard's name, type or score orderwrite
Testing
get_archive_qa_tool_linkOpens an uploaded build in the Playgama QA Toolread-only
get_local_game_qa_tool_linkOpens a game served from localhost in the QA Toolread-only
Docs
get_bridge_sdk_docsReads the live Playgama Bridge SDK wiki, the whole index or one pageread-only
get_game_checklistReads the live game checklist — what a game and its archive must meet before an uploadread-only
Game telemetry
get_game_telemetry_guideReads agent-only instructions for instrumenting a game and interpreting telemetryread-only
get_game_telemetry_analyticsReads a compact overview and paginated event inventory for one gameread-only
get_game_telemetry_event_analyticsReads preaggregated fields and bounded value summaries for one event, including performance fieldsread-only
get_game_telemetry_timeseriesReads paginated 30-minute or daily event-volume and sampling-reach trendsread-only
get_game_telemetry_session_factsReads filtered, pseudonymized product-event facts for sequence questionsread-only
Referrals
get_referral_programReads your organization's invitation, eligibility and referral traffic bonusesread-only
apply_referral_codeAccepts a developer-provided invitation before the organization's first sandbox publicationwrite
Sandbox
get_sandbox_stateReads what is live in the sandbox, how the latest publication went, and whether a publish would be acceptedread-only
get_sandbox_shareReads the ready post and share links for the live sandboxread-only
publish_sandboxMakes a build playable by anyone with the link, without moderationwrite
get_sandbox_trafficReads whether traffic can be brought to the sandbox, the package on offer and the runs so farread-only
start_sandbox_trafficStarts a DSP campaign built from the game's covers; use a referral bonusId, or 1–3 public post links for the separate share bonuswrite

Every write tool is annotated destructiveHint: true; clients decide how to use that hint when requesting confirmation.

For a launch workflow, agents start with get_launch_steps and read it again after each step. A request only to read data does not authorize game changes, publication or a traffic campaign.

Uploading a build

  1. Read get_game_checklist and check the game and the zip against each item; fix what fails before uploading.
  2. start_archive_upload answers uploadUrl and headers.
  3. PUT the zip to uploadUrl with exactly those headers, e.g. curl -T game.zip -H "Content-Type: application/zip" "<uploadUrl>".
  4. confirm_archive_upload, then poll get_archive_status until state.status is no longer CHECKING. Only a PASSED build can be published; on PROBLEM or NOT_CHECKED pass state.message on to the developer word for word and fix the build — publish_sandbox and a submit to moderation both refuse it (get_bridge_sdk_docs has the SDK integration docs). The sandbox also refuses a build on a Playgama Bridge older than 2.2.0 (BRIDGE_VERSION_OUTDATED) or one whose version the check could not read (BRIDGE_VERSION_UNKNOWN): update the SDK and upload a new archive. If processing is FAILED, upload a corrected zip.
  5. A sandbox publish also needs all three covers and a complete form. Without them publish_sandbox is refused with COVERS_INCOMPLETE, which names the empty slots in emptySlots, or FORM_INCOMPLETE, which names the fields in missingFields: upload the covers or fill the fields with update_application_form, then publish again.
  6. publish_sandbox answers PENDING: the build is built, then published, as a rule within minutes. Follow publication in get_sandbox_state until it leaves IN_PROGRESS; once it is PUBLISHED, hand out the url from the publish answer. FAILED means the build did not go live. While a publication is in progress, another publish is refused with 409.

Covers work the same way, one slot per call: a PNG or JPEG of exactly 800×800 (square), 1080×1920 (portrait) or 1920×1080 (landscape). All three are required for a sandbox publish and for a submit to moderation.

Game telemetry

Before finishing a game, the agent reads get_game_telemetry_guide and adds the relevant product progression events and performance sample. Telemetry is guidance, never an upload or publication gate.

After a release has collected traffic, the agent starts with get_game_telemetry_analytics. It uses get_game_telemetry_event_analytics only for one relevant event or field, get_game_telemetry_timeseries for event volume or sampling reach over time, and get_game_telemetry_session_facts for a filtered product-event order question. FPS, frame-time and stutter summaries for performance_sample come from event analytics. Timeseries points do not contain those field values, and repetitive core_ping and performance_sample events are intentionally absent from session facts, so the current views do not support per-session FPS claims. The tools return dynamic preaggregated JSON, not raw events and not a server-generated conclusion. The agent inspects the response's schema version, period, freshness, sample size and pagination, treats missing or null fields as unavailable rather than zero, and requests another page only when it can change the current conclusion.

The overview event inventory defaults to 50 event types and accepts up to 100. Its events_page.next_cursor is passed back as eventCursor; agents do not exhaust the inventory preemptively. The full parameter and response guidance is in the Tools reference.

Sandbox traffic

Two separate traffic bonuses can start a sandbox campaign:

  • A referral bonus comes from get_referral_program and is passed to start_sandbox_traffic as bonusId; it needs no social post. Every organization member can share the returned invitation.url. Apply only a developer-provided invitation, before the invited organization's first sandbox publication. An accepted invitation grants the invited studio $3 of traffic; its first sandbox publication grants the inviter another $3 of traffic. These are campaign budgets, not cash.
  • The share bonus follows a post about the game on any platform. The developer publishes the post and pastes its link to the agent, which passes one to three public HTTPS post links to start_sandbox_traffic in postUrls; one is enough. The bonus is once per game, for up to three games per organization over its lifetime. Earlier free launches without sharing do not use this bonus. get_sandbox_share has the ready post and share links. Paid traffic is available in the console; MCP does not purchase it.

Limits

  • Build archive: up to 300 MB per zip.
  • Cover: up to 10 MB per file.
  • Sandbox: 15 publications per rolling hour per game; every publication counts, the same build included.

What the server deliberately does not do

These stay human actions in the console:

  • submitting a game to moderation;
  • deleting anything — leaderboards, or archives and covers from the form;
  • rolling a game back to its last submitted version;
  • reading payouts;
  • uploading screenshots, videos and other assets.

Beyond the MCP server

The rest of the Playgama stack picks up where this server stops:

  • Playgama Bridge SDK — required in every game you upload (see above), and the same integration carries the game further: one API for ads, leaderboards, payments and platform SDKs when you publish the same game across platforms. Open source, npm i @playgama/bridge.
  • Playgama Ad — monetizes web games with rewarded, interstitial and banner formats through a single lightweight JS SDK, with gaming-focused demand, Google Ad Manager MCM support and reporting. Access by request.
  • Playgama Wrap — turns the same game into a standalone site on your own domain, with hosting, player accounts, in-game purchases, PWA install and indexable SEO pages. Early access.
  • Playgama DSP — brings the first players to a freshly published game. Beta.

License

MIT

Similar modules

Browse App deployment & hosting