Specter Skills MCP server
io.github.dirtcubeinteractive/specter-skills·v0.11.1Configure a Specter game backend from chat: economy, progression, leaderboards, multiplayer.
0 stars94 downloads/wk
Reviews
Write oneNobody has reviewed Specter Skills yet.
If you have run it, two minutes of your experience saves the next person an afternoon.
Specter Skills tools (25, 14 write)
write = sends, deletes, buys or postsRead from the package source without running it. The installed server may list more.
specter_admin_callEscape hatch for the dashboard/admin API: POST to any /v1 admin endpoint that lacks a dedicated tool (e.g. match/add, member/invite/send, reward-set/create, games/add, tag/create, ugc-leaderboard/create, app-event/custom/subscribe-all, bulk-upload/*). Find the exact path + request body in the specter-admin references (references/endpoints-index.md and admin-endpoints.md). projectId is auto-injecte
specter_claim_rewardClaim the test player's pending reward(s) from a source — this is how a game claims an ON-CLAIM task/mission reward after it completes (grant-reward-by-source). It grants the reward to the wallet/inventory and flips its status pending → completed. Identify the source by its slug/id and type.
specter_client_callEscape hatch for the game-facing API: POST to any /v2/client/* endpoint as the sandbox test player. Use for client calls that lack a dedicated tool (e.g. player/me/get-inventory, friends/send-request, stores/default-purchase, leaderboards/get-rankings, competitions/enter). Find the exact path + body in the client-api-index / curated-client-api references. asPlayer=true (default) sends the test-pla
specter_create_currencywrite actionCreate a virtual or real-money currency. `type` is "virtual" (in-game, e.g. coins/gems) or "real" (real-money). currencyId (slug) is auto-derived from the name if omitted. MUTATES live game config — confirm with the user and prefer staging.
specter_create_currency_conversionwrite actionDefine an exchange rate from one currency to another (e.g. 100 gems → 1 gold). Pass currencies by slug/name; the tool resolves them to the integer ids the API needs. MUTATES live game config — confirm and prefer staging.
specter_create_currency_policywrite actionAttach a policy to a currency: "balance_limits" (min/max a player can hold), "currency_decay" (lose a % over time), or "earning_caps" (max earnable per period). Pass the currency by slug/name. MUTATES live game config — confirm and prefer staging.
specter_create_eventwrite actionCreate a custom event that tasks/achievements can be triggered by (e.g. "boss_defeated"). Create the event BEFORE the task that references it. eventId (slug) is auto-derived from the name. MUTATES live game config — confirm with the user and prefer staging.
specter_create_matchwrite actionCreate a multiplayer match template (the config a real-time session is based on). `format` is single/multi/team; `outcome` is how a winner is decided (highest score, fastest time, finish position). The game is resolved by name/slug. Matchmaking rules (team size, MMR) go in `fields`. MUTATES live game config — confirm and prefer staging.
specter_create_missionwrite actionCreate a MISSION: a pool of tasks where players see/complete a subset per cycle (typeId 1). Use for "daily missions", "rotating challenges", "pick N of these". For sequential use specter_create_step_series; for streaks use specter_create_time_series. Each task in `tasks` is created inline. MUTATES live game config — confirm and prefer staging.
specter_create_step_serieswrite actionCreate a STEP SERIES: ordered tasks where each unlocks the next (typeId 2). Use for "quest lines", "tutorial chains", "finish step 1 before step 2". The order of `tasks` (or each task's sortingOrder) defines the sequence. MUTATES live game config — confirm and prefer staging.
specter_create_taskwrite actionCreate a SINGLE-objective achievement (a "task"/"quest"/"objective" — one trigger, one reward). For multi-objective achievements use specter_create_mission (a pool), specter_create_step_series (sequential), or specter_create_time_series (streaks). `event` is the trigger event (slug/name, resolved automatically). `rewards` grants currencies/items/markers (by slug/name). `recurring` captures cadence
specter_create_time_serieswrite actionCreate a TIME SERIES: per-window recurring tasks, e.g. a daily login streak (typeId 3). Use for "streaks", "login N days in a row", "weekly recurring that resets on miss". `stageLength` is the window count (e.g. 7) and `interval` its unit (e.g. "day"). MUTATES live game config — confirm and prefer staging.
specter_delete_achievementwrite actionSoft-delete a single task (kind="task") or a group (kind="mission"|"step_series"|"time_series"). Provide refs (slugs/names/ids). DESTRUCTIVE — confirm with the user first, and prefer staging.
specter_edit_currencywrite actionUpdate an existing currency (name, description, code, type, …). Identify it by slug/name. MUTATES live game config — confirm and prefer staging.
specter_edit_taskwrite actionUpdate an existing single task's name, description, rewardClaim, recurrence, or businessLogic (identify it by slug/name). To CHANGE REWARDS, delete and recreate the task — task/edit uses diff-semantics on rewards that aren't reliably expressible here. MUTATES live game config — confirm and prefer staging.
specter_generate_client_codeGenerate ready-to-paste game integration code (v2 client REST) wired with this project's real client api-key + a real event slug. Covers login, firing events, reading tasks, and wallet. JS works anywhere; C# is dependency-free Unity (the official Specter Unity SDK is recommended for production).
specter_get_player_stateSign in the sandbox test player and read their task/achievement status, wallet balances, and inventory. Use to inspect what a player currently sees, or to check an achievement's progress.
specter_get_reward_historyRead the test player's reward history — including PENDING rewards waiting to be claimed (on-claim tasks). Filter by status ('pending' shows claimable). Each entry has sourceType + sourceId (e.g. the task), amount, and status (pending → completed).
specter_loginOpens the Specter dashboard in the browser so the member can sign in (email/password, Google, or Apple) and authorize this tool. Required once before creating currencies/tasks. No password is ever shared with the tool.
specter_schedule_achievementActivate a created task or task-group (mission/step-series/time-series) by setting its dates/recurrence. Pass exactly one of taskRef (single task) or groupRef (a group), by slug/name/id. Omitting startDate makes it go live immediately. MUTATES live game config — confirm and prefer staging.
specter_send_eventwrite actionSend a custom event (by its slug) as the sandbox test player — the same event your game would fire. Use to trigger tasks/achievements and verify they respond. `params` are the event parameters (statistics/states) your rule references.
specter_stop_achievementHalt a live task or task-group (keeps the record; reversible by scheduling again). Pass exactly one of taskRef / groupRef. MUTATES live game config — confirm and prefer staging.
specter_test_achievementProve a configured task/achievement works: reads the test player's task status, fires the trigger event (with optional params), polls again, and reports whether the task progressed/completed. Use right after creating a task to verify it actually fires.
specter_update_entitywrite actionGeneric editor for the long tail: update an item/bundle/store/leaderboard/competition/battlepass/level_system/marker/mission/step_series/time_series/event. Pass the entity's `id` (from the matching list_* tool) and the `fields` to change. MUTATES live game config — confirm and prefer staging.
specter_verify_setupSmoke-test the configured Specter project: api-key validity, project info, currencies, test-player login, wallet provisioning, and tasks. Use this first to answer "is my Specter backend set up correctly?".
Public scan report
scanner v0.1.9 · 2026-09-26 · same rubric, same numbers if you re-run it
- Code scan5 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 qualitystatic API keys via environment variables6/15
- Maintenancelast push 91 days ago8/15
- Maintainer identityregistry namespace matches repository owner; GitHub account older than a year9/10
How Specter Skills compares
Against every graded MCP server, from our own scans and uptime checks. Updated after each scan run.
- Safety score
- 74/100
- higher than 40% of 48,255 servers
- Tools
- 25
- the typical server has 7
- Tools that change things
- 56%
- typical: 0%. Fewer write tools means less an agent can break
- Downloads a week
- 94
- more than 61% of 12,191 servers with a package
What its tools let an agent do: 11 read · 14 change
Install Specter Skills in Claude Code, Cursor or VS Code
Runs npx -y specter-skills on your machine. Read the scan report first; the gateway never runs local packages.
claude mcp add specter-skills -- npx -y specter-skills
What the publisher says
From the Specter Skills repository's README, as published. We do not edit it. Read it on GitHub
specter-skills
Build your game backend by talking to Claude.
specter-skills teaches Claude everything about Specter — the game backend platform — so you can add player accounts, an in-game economy, daily quests, leaderboards, tournaments, battle passes, and real-time multiplayer to your game in plain English, and get correct, working code plus the ability to configure your backend without ever opening the dashboard.
No SDK to learn. No API docs to read. Install it, then ask.
You: "Add Specter to my game — silent login, a coins wallet, and a daily
quest 'play 3 matches' that rewards 100 coins."
Claude: ...writes the integration code, sets up the quest in your backend, done.Contents
- What's inside
- Quickstart
- Installation
- The skills
- The MCP server · Setup · Sign in · Tools · Configuration
- Things to ask Claude
- Checking the version & updating
- Requirements
- Troubleshooting
What's inside
This one package ships two halves of the same product:
Skills work in Claude Code, Claude Desktop, the Claude Agent SDK, and any other skills-aware host. The MCP server works in any MCP-compatible host (Claude Desktop, Claude Code, …).
Quickstart
1. Install the skills in your game project:
npx specter-skills init2. Get your API key from console.specterapp.xyz (Project → API Keys).
3. Ask Claude to build something:
"Add Specter email login and a gem currency to my Unity game."
The right skill activates automatically and Claude writes the integration. That's it.
💡 Want Claude to also set up the backend for you (create currencies, quests, leaderboards)?
Add the MCP server and ask *"create a gems currency and a daily login quest in
my Specter project."*
Installation
# Interactive — choose skills and where to install them
npx specter-skills init
# Install everything into this project's .claude/skills/
npx specter-skills install
# Install specific skills
npx specter-skills install specter specter-economy
# Install globally (available in all your projects)
npx specter-skills install --global
# Install into a custom directory (Agent SDK / other hosts)
npx specter-skills install --dir ./skillsSkills are copied into .claude/skills/ (project) or ~/.claude/skills/ (global). They're plain files you can commit to your repo.
The skills
Shortened. The full README is on GitHub.
Nothing above is checked by us. What we check is on the safety report.
Specter Skills: common questions
- Is Specter Skills MCP server safe?
- Mostly: it is graded B (74/100). Read the Specter Skills safety report
- How do I install Specter Skills?
- It runs on your machine. Copy the Claude Code, Cursor, VS Code or Claude Desktop config from the install section.
- Does Specter Skills need an API key?
- Yes. The registry entry asks for
SPECTER_API_KEY,SPECTER_ADMIN_TOKEN. - Is Specter Skills maintained?
- The last commit was 130 days ago (2026-06-27). The latest release is v0.11.1.
- How does Specter Skills compare with other MCP servers?
- safety score 74/100 (higher than 40% of 48,255 servers); tools 25 (the typical server has 7); tools that change things 56% (typical: 0%. Fewer write tools means less an agent can break). Full comparison.