MCP.Market

Universal Game Modder MCP server

by doritoman90000·io.github.doritoman90000/universal-game-modder·v0.1.4·4 stars

Local MCP server: detects a game's engine and gives agents native binary analysis/patching tools.

A88/100grade A
What users say
No reviews yet
Be the first
Safety scan
A88/100

full report

Adoption
Growing

4 stars58 downloads/wk

Reviews

Write one

Nobody has reviewed Universal Game Modder yet.

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

Universal Game Modder tools (14, 1 write)

write = sends, deletes, buys or posts

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

  • build_and_deploywrite action

    Compile a mod project and deploy the output to the game mods directory.

  • debug_mod

    Analyze mod logs to diagnose errors and suggest fixes.

  • decode_assets

    Universal Asset Decoder. Reads a PR-1 autopsy catalog, cracks open Unity .assets containers, and decodes their members back into The Model (decoded=1, decoded_path set): Texture2D -> PNG (streamed pixels from sibling .resS), Mesh -> glTF .glb + .obj (plain/uncompressed; compressed noted+deferred), and AudioClip -> WAV (PCM) / OGG (bare Vorbis); FSB5-wrapped Vorbis + other codecs are noted+deferred

  • detect_engine

    Scan a game directory and detect what engine it uses (Unity, Unreal, Godot, Java, etc.). Returns engine type, runtime, and primary assembly path.

  • disassemble_function

    Disassemble a function starting at an RVA in a native PE (x86-64). Linear sweep from the entry RVA to the first terminal instruction (ret/iret) or max_bytes, whichever comes first — a PR-3.1 boundary heuristic (CFG-accurate bounds arrive with the call-graph in PR-3.2), so the function EXTENT is tagged provenance=inferred while the decoded bytes themselves are verified. Read-only on the binary. Wri

  • disassemble_range

    Disassemble an arbitrary byte range of a native PE (x86-64) starting at an RVA. Resolves the RVA to its section and file offset, reads ONLY that slice (read-only on the binary), and decodes it with Capstone. Returns the instruction listing. If db_path or game_path is given AND the binary is catalogued in that autopsy DB, the decoded instructions are also summarized into The Model as a 'function' r

  • find_gameplay_values

    Search for gameplay-related values (health, damage, speed, money, etc.) across the game code. Works with any engine by using the appropriate search tools.

  • find_steam_games

    Search configured Steam library paths for installed games. Optionally filter by name.

  • game_status

    Get the current session state including loaded game, engine type, cached analysis data, and mod build status.

  • list_available_tools

    List all tools available for the currently loaded game engine, grouped by category.

  • load_game

    Set a game as the active modding target. Auto-detects engine, sets up session state, and returns what tools are available for this game type.

  • mod_this_game

    End-to-end game modding assistant. Detects engine, analyzes game structure, and returns a modding plan with available tools and next steps. Start here when modding a new game.

  • scaffold_mod

    Generate a mod project skeleton from templates. Creates project files, plugin class, and build configuration.

  • unpack_game

    CATALOG-FIRST universal unpacker. Recursively walks an ENTIRE game install, classifies and sha256-hashes EVERY file, and persists the catalog into a SQLite <game>.autopsy.db (game/binary/asset/data_store tables, provenance on every row). Read-only: never writes game files. Containers (.pak/.pck/.bundle/...) are catalogued as single rows, never expanded (per-format extraction is a later slice). Ide

Public scan report

scanner v0.1.10 · 2026-10-16 · same rubric, same numbers if you re-run it

no findings
  • Code scan65 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 44 days ago12/15
  • Maintainer identityregistry namespace matches repository owner; GitHub account older than a year8/10
Overall 88/100. Components that don't apply are left out of the denominator. Any critical finding is an F.RubricAppeal a findingJSON

How Universal Game Modder compares

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

Safety score
88/100
higher than 75% of 48,243 servers
Tools
14
the typical server has 7
Tools that change things
7%
typical: 0%. Fewer write tools means less an agent can break
GitHub stars
4
more than 82% of 28,706 servers
Downloads a week
58
more than 46% of 12,306 servers with a package

What its tools let an agent do: 13 read · 1 change

Install Universal Game Modder in Claude Code, Cursor or VS Code

Runs npx -y universal-game-modder on your machine. Read the scan report first; the gateway never runs local packages.

claude mcp add universal-game-modder -- npx -y universal-game-modder
Add to Cursor

What the publisher says

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

Universal Game Modder

One MCP server to inspect and mod any game — driven by an AI agent.

Universal Game Modder (UGM) is a local Model Context Protocol server that gives an AI agent (like Claude in Claude Code) hands for game reverse-engineering and modding: it auto-detects a game's engine, then exposes a toolset for analyzing and patching the binaries — all running locally on your own machine, no cloud, no telemetry.

This is the free open-core edition (v0.1.3).

⚠️ Responsible-use notice

UGM is a general-purpose binary-analysis and interoperability tool. It is meant for modding, interoperability, security research, and education on software you legally own or are authorized to analyze. You are responsible for how you use it. Before installing, read ACCEPTABLE_USE.md and LICENSE-EULA.md.

What's in the free edition

  • One stdio MCP server that an agent connects to and drives.
  • Game-engine auto-detection — point it at a game directory; it identifies Unity (Mono / IL2CPP), Unreal, Godot, Java, and native binaries from file signatures.
  • Native binary analysis + patching toolset — PE header analysis, hex read/write/search/replace, IDA-style pattern scanning, string extraction, checksums, and binary diffing, running natively in-process (no external tools required).

The guided game-modder workflow skill and the delegated decompilation backends land in a later release; this edition is the MCP server + engine detection + the native toolset.

Not in the free edition (Pro tier)

The web dashboard, the delegated Unity/Unreal/JAR decompilation backends, and native disassembly are part of the Pro tier and are not included here. The free edition is fully functional on its own for engine detection and native binary work.

Requirements

  • Node.js 18+ (uses ES modules and better-sqlite3)
  • Claude Code or any MCP-capable client
  • Windows / macOS / Linux (native tools are cross-platform; the smallest cut ships no OS-specific binaries)

Install

# from the repo root
./setup.ps1

Or manually (dist/ ships prebuilt; there is nothing to compile in this edition):

npm install

Then register the server with your MCP client. For Claude Code, add to your MCP config:

{
  "mcpServers": {
    "universal-game-modder": {
      "command": "node",
      "args": ["dist/index.js"]
    }
  }
}

On first run, ugm.config.json ships with empty placeholders — the free edition needs no external paths. (The Pro delegate backends are where those get filled in.)

Config resolution

The server reads the first of these that exists and merges it over built-in defaults:

  1. the file named by the UGM_CONFIG environment variable
  2. ugm.config.local.json next to package.json — your machine-specific paths; keep it out of version control (the repo's .gitignore already does)
  3. ugm.config.json — the tracked file, placeholders only

So you can fill in backend paths without ever editing a file that could end up in a release or a pull request.

Quickstart

Once connected, ask your agent to work through these. Every example below is executed against a real binary before each release — see Verified examples.

Parameter naming: file-level tools take filepath (and filepatha / filepathb for comparisons). Game-directory tools take gamepath. Disassembly tools take binarypath**.

1. Detect what a game is built with:

detect_engine  { "game_path": "C:\\Path\\To\\Game" }

2. Set it as the active target:

load_game  { "game_path": "C:\\Path\\To\\Game" }

Shortened. The full README is on GitHub.

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

Universal Game Modder: common questions

Is Universal Game Modder MCP server safe?
Yes, by our scan: it is graded A (88/100). Read the Universal Game Modder safety report
How do I install Universal Game Modder?
It runs on your machine. Copy the Claude Code, Cursor, VS Code or Claude Desktop config from the install section.
Does Universal Game Modder need an API key?
Not as far as the registry entry and our scan can tell: no credentials are declared or required.
Is Universal Game Modder maintained?
The last commit was 64 days ago (2026-09-02). The latest release is v0.1.4.
How does Universal Game Modder compare with other MCP servers?
safety score 88/100 (higher than 75% of 48,243 servers); tools 14 (the typical server has 7); tools that change things 7% (typical: 0%. Fewer write tools means less an agent can break). Full comparison.