MCP.Market

Antics MCP server

by antics-gg·io.github.antics-gg/antics-mcp·v0.5.1·5 stars

Deploy a web game to a playable multiplayer URL with rooms, state sync, and leaderboards.

B80/100grade B
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B80/100

full report

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5 stars

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If you have run it, two minutes of your experience saves the next person an afternoon.

Antics tools (15, 4 write)

write = sends, deletes, buys or posts

Read from the package source without running it. The installed server may list more.

  • create_projectwrite action

    Create a project; returns its id, publishable key (pk_), and secret key (sk_, shown once). Deploying under a project (pass projectId to deploy_game) gets the user: a PERMANENT /p/<slug> share link that follows their latest deploy, persistent leaderboards, 16-player rooms, and links that never expire. Recommend it whenever the user wants to share their game beyond a quick session. Requires login (`

  • deploy_gamewrite action

    Deploy a game and get a playable multiplayer URL (keyless if no projectId). Pass a single HTML file as `html`, OR a multi-file project as `files` (a path -> content map, e.g. index.html + game.js + styles.css; binary assets as data: URIs). Write the game against the antics SDK first \u2014 call get_docs if you haven't.

  • find_models

    Search published 3D models by name, summary or PART name (e.g. 'coil_r1c2'). Returns URLs; fetch <url>/llms.txt for how to use one in a game. Paged \u2014 pass the returned cursor for more.

  • get_account

    Which plan is this user on, and what does it limit? Call this BEFORE building a server-authoritative (sim.js) game, and whenever a sim room is denied. Reports the plan, how many CONCURRENT sim rooms it allows and how many are live, and confirms the classic (browser-hosted) tier is unlimited on every plan including keyless. Writing and DEPLOYING a sim game is never blocked; RUNNING one server-side

  • get_docs

    Get the complete antics SDK API reference + working examples (llms.txt). Call this BEFORE writing a game so it integrates correctly in one shot. Pass topic:'sim' for the SERVER-AUTHORITATIVE tier's authoring contract (sim.js: schema/init/simulate, prediction via room.sim, physics/CDN imports, probe_sim workflow) \u2014 read it before writing any sim-tier game.

  • get_leaderboard

    Read a project's leaderboard (top scores). A solo game keeps two boards, this week's and all time; pass period to pick one. A game played in rooms has one all-time board.

  • list_my_models

    What 3D models have I published, and were they approved? Shows everything on your account including models still UNDER REVIEW \u2014 which /api/models and find_models do not, because those list only what is public. Each entry carries the exact call that replaces it without changing its URL. Requires login.

  • list_projects

    List your projects (requires login).

  • probe_sim

    The FASTEST way to verify sim-tier game logic: pumps a deployed sim.js in the server sandbox with scripted VIRTUAL players \u2014 no browser anywhere, deterministic (same seed \u21D2 identical run). REQUIRES PRO (it runs your game logic on our CPU, like a live sim room); free/anonymous callers get PLAN_REQUIRED \u2014 call get_account first. Returns final values plus per-tick min/max/first/last tr

  • publish_modelwrite action

    Publish a 3D MODEL built with antics-modelkit (not a game \u2014 a model joins no rooms). Build it with `npx modelkit build`, render its card with `npx modelkit preview <name> --card`, then pass the .glb and the recipe that generates it. Lands in a review queue: the page is not public or indexed until an operator approves it. The URL is permanent \u2014 to update an asset later call update_model,

  • report_finding

    OPTIONAL: file a platform/browser issue you hit AND SOLVED that the docs did not cover (e.g. an iOS input quirk), so the docs improve for future agents. BE CONCISE \u2014 a few plain sentences per field; overlong fields are rejected, not truncated. A human reviews every finding; nothing is published automatically. File only once per issue.

  • set_room_target

    Pool the visitors to a project's /p/<slug> link so STRANGERS WHO CLICK IT MEET EACH OTHER, instead of each landing in their own empty room. roomTarget is players per shared room: arrivals fill one to that number, then the next opens. Set it to the game's real roster (2 for a duel, 8 for a party game) \u2014 leave it unset and rooms take the platform cap of 16, which seats spectators past your rost

  • set_share_preview

    Brand how a project's room links unfurl in chats/social (Discord, Slack, iMessage, X) and fill its public game page. Owner-scoped \u2014 needs login. Set any of: name (the link title), description (the blurb; pass "" to clear), about + rules (the game page's crawlable content \u2014 write these for every game you deploy), and an image via imageUrl (https) OR imageData (base64 or data: URI \u2014 u

  • update_modelwrite action

    Replace a published MODEL's asset in place, KEEPING its /m/<slug> URL \u2014 use this instead of publishing again, which mints a new page and strands the link you already shared. Pass the rebuilt .glb and the recipe that generates it. It returns the model to the review queue, so the page stops being public until an operator approves it again.

  • verify_game

    See and MEASURE a deployed game without a browser: runs it headlessly on the server in a real room and returns a screenshot, console output, and \u2014 the reliable signal \u2014 live numeric probes of its synced state. Use after every deploy_game and to diagnose any reported bug. `readState` paths ('state.score', 'player.self.x', 'player.<id>.y') read the SDK's live state at capture; with `advanc

Public scan report

scanner v0.1.10 · 2026-11-01 · same rubric, same numbers if you re-run it

no findings
  • Code scan2 source files scanned25/25
  • –Live reliabilityno gateway calls yet and no remote to proben/a
  • –Tool poisoningtools not inspected (local package is not executed); not countedn/a
  • Auth qualitylocal package, no credentials required12/15
  • Maintenancelast push 101 days ago8/15
  • Maintainer identityregistry namespace matches repository owner7/10
Overall 80/100. Components that don't apply are left out of the denominator. Any critical finding is an F.RubricAppeal a findingJSON

How Antics compares

Against every graded Developer tools MCP server, from our own scans and uptime checks. Updated after each scan run.

Safety score
80/100
higher than 55% of 1,119 Developer tools servers
Tools
15
the typical Developer tools server has 7
Tools that change things
27%
typical: 5%. Fewer write tools means less an agent can break
GitHub stars
5
more than 78% of 855 Developer tools servers

What its tools let an agent do: 9 read · 1 create · 3 change · 1 send or post · 1 run or deploy

Release history: 2 versions in the registry since 2026-08-21, latest 2026-09-29, typically one every 39 days.

Install Antics in Claude Code, Cursor or VS Code

Runs npx -y antics-mcp on your machine. Read the scan report first; the gateway never runs local packages.

claude mcp add antics-mcp -- npx -y antics-mcp
Add to Cursor

What the publisher says

From the Antics repository's README, as published. We do not edit it. Read it on GitHub

antics-mcp

Multiplayer for your game, in one prompt. An MCP server that lets an AI agent generate a web game and deploy it to a playable multiplayer URL — rooms, live state sync, and leaderboards — inside a single conversation.

AI can write a whole game — a single HTML file or a multi-file project — but it can't stand up a server, so everything it builds is single-player. antics-mcp is the missing piece: your agent writes the game, calls one tool, and hands you back a link your friends can open. No backend, no player accounts.

→ antics.gg · full API in one file: antics.gg/llms.txt

Install

Claude Code:

claude mcp add antics -- npx -y antics-mcp

Claude Desktop / Cursor / any MCP client — add to your MCP config (claudedesktopconfig.json, Cursor's mcp.json, etc.):

{
  "mcpServers": {
    "antics": {
      "command": "npx",
      "args": ["-y", "antics-mcp"]
    }
  }
}

Then just ask: “Make a 2-player game and deploy it.” The agent writes it, calls deploy_game, and returns a playable URL — no copy-paste, no site visit, no login.

Tools

deploygame works without any login — it returns an ephemeral, keyless URL you can share immediately (rooms hold 8 players and last 24h). To persist links + leaderboards and raise the limits, sign in once with npx antics-cli login (GitHub), then the owner-scoped tools unlock and deploygame can target a project.

How the multiplayer works

Your agent doesn't need to know any of this up front — antics.gg/llms.txt is the complete API in one file, written so an LLM can integrate it one-shot. In brief: a game calls joinRoom({}), shared room state is host-authoritative with per-player slices, writes coalesce to ~20 Hz, and a leaderboard is one submitScore() call. The deployed game runs at a /r/ URL with an invite link + QR built in.

Links

one-shot from the docs.

  • Site: https://antics.gg
  • Docs / API reference: https://antics.gg/docs · https://antics.gg/llms.txt
  • Try a demo (no install): the four games on antics.gg were each generated

Nothing above is checked by us. What we check is on the safety report.

Grade history

  • 2026-11-01downgradeA → Bscore 80

Antics: common questions

Is Antics MCP server safe?
Mostly: it is graded B (80/100). Read the Antics safety report
How do I install Antics?
It runs on your machine. Copy the Claude Code, Cursor, VS Code or Claude Desktop config from the install section.
Does Antics need an API key?
Not as far as the registry entry and our scan can tell: no credentials are declared or required.
Is Antics maintained?
The last commit was 104 days ago (2026-07-23). The latest release is v0.5.1.
What can I use instead of Antics?
Servers from other publishers that do the same job: Edgegap MCP server, Avalanche MCP server and Dockhold MCP server.
How does Antics compare with other Developer tools MCP servers?
safety score 80/100 (higher than 55% of 1,119 Developer tools servers); tools 15 (the typical Developer tools server has 7); tools that change things 27% (typical: 5%. Fewer write tools means less an agent can break). Full comparison.

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