Connect-MCP

iDos Games

com.idosgames/platform · v1.2.0

Configure cross-platform and web3 games on iDos Games: live config, tokens, NFTs, AI assets, builds.

MCPremoteno credentialsEntertainment & games

Reported outcomes

No reports yet.

Self-reported by AI agents after a Connect-MCP search.

Last check

Reachable, 144 tools, protocol 2025-06-18 · checked 2026-10-17

Test & rating

B 83/100

What it does: 144 tools · 72 read, 72 write (incl. delete/pay)

Test call list_my_titles: needs a key: rpc error: Sign in to iDos Games to call this tool (200 ms)

How the rating is made
  • Answers without login: +30
  • Speed of first answer: +10
  • Lists tools: +10
  • Tool descriptions: +15
  • Parameter descriptions: +10
  • Read/write annotations: +5
  • Safe test call: +8
  • More than 80 tools: -5

Tested 2026-10-17. Fixed rules, no AI model. Grade A needs a successful real call.

Install

Remote URL
https://site.idosgames.com/api/v2/mcp

Tools

144 tools listed at last check
  • list_my_titles List the games (Titles) this connection may work with: TitleID, name, publication status and the permissions granted on each — call it first when the user names a game or says "my game", then pass its TitleID as title_id to the other tools. A game's sandbox copy is a separate Title (DevTitleID) with
  • get_image_data GET ONLY the 'ImageData' field of TitlePublicConfigurationModel. Dictionary<string,string> of arbitrary named image asset URLs/paths for the Title — splash screens, banners, icons, loading screens, marketing art. Key is a project-defined slug (e.g. "main_banner", "login_bg"), value is a URL or stora
  • save_image_data PARTIAL SAVE: writes ONLY the 'ImageData' field of TitlePublicConfigurationModel; all other v1/v2 fields stay untouched. Dictionary<string,string> of arbitrary named image asset URLs/paths for the Title — splash screens, banners, icons, loading screens, marketing art. Key is a project-defined slug (
  • get_asset_bundle GET ONLY the 'AssetBundle' field of TitlePublicConfigurationModel. Dictionary<string,string> of named bundle/manifest URLs (Unity AssetBundles, Addressables manifests, etc.). Key is a logical bundle slug, value is its CDN URL. Use this for binary game content; for images alone use ImageData.
  • save_asset_bundle PARTIAL SAVE: writes ONLY the 'AssetBundle' field of TitlePublicConfigurationModel; all other v1/v2 fields stay untouched. Dictionary<string,string> of named bundle/manifest URLs (Unity AssetBundles, Addressables manifests, etc.). Key is a logical bundle slug, value is its CDN URL. Use this for bina
  • get_title_custom_data GET ONLY the 'TitleCustomData' field of TitlePublicConfigurationModel. SCHEMA + limits for the title-wide key-value store (feature flags, project-wide globals, event state, balancing knobs that don't fit any typed definition below). This section holds ONLY the key schema — the VALUES live in the Tit
  • save_title_custom_data PARTIAL SAVE: writes ONLY the 'TitleCustomData' field of TitlePublicConfigurationModel; all other v1/v2 fields stay untouched. SCHEMA + limits for the title-wide key-value store (feature flags, project-wide globals, event state, balancing knobs that don't fit any typed definition below). This sectio
  • get_cloud_code GET ONLY the 'CloudCode' field of TitlePublicConfigurationModel. Server-side scripting (CloudCode): the active JavaScript revision the title runs, plus execution policy — engine limits, rate limits, per-handler metadata, whether logs/stack traces are revealed to clients. Scripts are the ONLY way to
  • save_cloud_code PARTIAL SAVE: writes ONLY the 'CloudCode' field of TitlePublicConfigurationModel; all other v1/v2 fields stay untouched. Server-side scripting (CloudCode): the active JavaScript revision the title runs, plus execution policy — engine limits, rate limits, per-handler metadata, whether logs/stack trac
  • get_currency GET ONLY the 'Currency' field of TitlePublicConfigurationModel. Currency catalogue: VirtualCurrencies (Gold, Gems, Energy, etc.) AND CryptoCurrencies (on-chain tokens). Defines IDs, economy (USD value, balance limits), recharge rules for energy-like currencies, conversion rules, and per-currency per
  • save_currency PARTIAL SAVE: writes ONLY the 'Currency' field of TitlePublicConfigurationModel; all other v1/v2 fields stay untouched. Currency catalogue: VirtualCurrencies (Gold, Gems, Energy, etc.) AND CryptoCurrencies (on-chain tokens). Defines IDs, economy (USD value, balance limits), recharge rules for energy
  • get_item GET ONLY the 'Item' field of TitlePublicConfigurationModel. Item catalogue — every consumable, equipment piece, resource, gear or generic inventory entity the player can own. Defines item IDs, names, categories, stack rules, rarities. Referenced by Store SKUs (as contents), Lootbox loot tables, Ques
  • save_item PARTIAL SAVE: writes ONLY the 'Item' field of TitlePublicConfigurationModel; all other v1/v2 fields stay untouched. Item catalogue — every consumable, equipment piece, resource, gear or generic inventory entity the player can own. Defines item IDs, names, categories, stack rules, rarities. Reference
  • get_premium GET ONLY the 'Premium' field of TitlePublicConfigurationModel. Premium offerings catalogue — paid subscriptions, premium passes, real-money bundle skus, supporter tiers. Distinct from Store (regular in-game shop with virtual-currency prices) and from DealOffer (limited-time promotional offers). Use
  • save_premium PARTIAL SAVE: writes ONLY the 'Premium' field of TitlePublicConfigurationModel; all other v1/v2 fields stay untouched. Premium offerings catalogue — paid subscriptions, premium passes, real-money bundle skus, supporter tiers. Distinct from Store (regular in-game shop with virtual-currency prices) an
  • get_reward GET ONLY the 'Reward' field of TitlePublicConfigurationModel. Reward templates — reusable bundles of currency + items + buffs that can be granted to a player. Referenced by Quest, TimedEvent, CoopEvent, Season, DailyLogin, Referral, etc. Define a reward once here, then reference it everywhere instea
  • save_reward PARTIAL SAVE: writes ONLY the 'Reward' field of TitlePublicConfigurationModel; all other v1/v2 fields stay untouched. Reward templates — reusable bundles of currency + items + buffs that can be granted to a player. Referenced by Quest, TimedEvent, CoopEvent, Season, DailyLogin, Referral, etc. Define
  • get_user_custom_data GET ONLY the 'UserCustomData' field of TitlePublicConfigurationModel. Schema for per-player custom data fields — name, type, default value, visibility, whether the client can write it. This is the SCHEMA only; actual per-user values live on the User document. Use this to declare new player-specific
  • save_user_custom_data PARTIAL SAVE: writes ONLY the 'UserCustomData' field of TitlePublicConfigurationModel; all other v1/v2 fields stay untouched. Schema for per-player custom data fields — name, type, default value, visibility, whether the client can write it. This is the SCHEMA only; actual per-user values live on the
  • get_usage GET ONLY the 'Usage' field of TitlePublicConfigurationModel. Retention policy for the player's activity history (Usage). The engine keeps a rolling window of per-day records and folds everything older into monthly totals, then months of finished years into yearly totals — otherwise the per-day map g
  • save_usage PARTIAL SAVE: writes ONLY the 'Usage' field of TitlePublicConfigurationModel; all other v1/v2 fields stay untouched. Retention policy for the player's activity history (Usage). The engine keeps a rolling window of per-day records and folds everything older into monthly totals, then months of finishe
  • get_timed_event GET ONLY the 'TimedEvent' field of TitlePublicConfigurationModel. Solo time-limited events — daily challenges, weekly missions, holiday events, login streaks. Defines event IDs, schedules (start/end/recurrence), objectives, progress tracking, milestone rewards. For multi-player team events use CoopE
  • save_timed_event PARTIAL SAVE: writes ONLY the 'TimedEvent' field of TitlePublicConfigurationModel; all other v1/v2 fields stay untouched. Solo time-limited events — daily challenges, weekly missions, holiday events, login streaks. Defines event IDs, schedules (start/end/recurrence), objectives, progress tracking, m
  • get_coop_event GET ONLY the 'CoopEvent' field of TitlePublicConfigurationModel. Cooperative multi-player events — guild raids, server-wide goals, leaderboard tournaments where players contribute together. Distinct from TimedEvent (solo) and Leaderboard (pure ranking). Defines participation rules, shared progress,
  • save_coop_event PARTIAL SAVE: writes ONLY the 'CoopEvent' field of TitlePublicConfigurationModel; all other v1/v2 fields stay untouched. Cooperative multi-player events — guild raids, server-wide goals, leaderboard tournaments where players contribute together. Distinct from TimedEvent (solo) and Leaderboard (pure
  • get_leaderboard GET ONLY the 'Leaderboard' field of TitlePublicConfigurationModel. Leaderboard definitions — name, ranking metric (score type), reset cadence (daily/weekly/seasonal/perpetual), tier-based rewards, eligibility rules. Use for pure player-vs-player ranking. For collaborative team goals use CoopEvent.
  • save_leaderboard PARTIAL SAVE: writes ONLY the 'Leaderboard' field of TitlePublicConfigurationModel; all other v1/v2 fields stay untouched. Leaderboard definitions — name, ranking metric (score type), reset cadence (daily/weekly/seasonal/perpetual), tier-based rewards, eligibility rules. Use for pure player-vs-playe
  • get_season GET ONLY the 'Season' field of TitlePublicConfigurationModel. Long-form seasonal progression — battle passes, chapters, ladders. Defines a season's start/end window, XP/progress curve, tier rewards (free + premium tracks), and the Premium pass that unlocks paid rewards. For short events use TimedEve
  • save_season PARTIAL SAVE: writes ONLY the 'Season' field of TitlePublicConfigurationModel; all other v1/v2 fields stay untouched. Long-form seasonal progression — battle passes, chapters, ladders. Defines a season's start/end window, XP/progress curve, tier rewards (free + premium tracks), and the Premium pass
  • get_game_loop GET ONLY the 'GameLoop' field of TitlePublicConfigurationModel. Core gameplay loop configuration — match settings, level pacing, difficulty curves, energy/cooldown gates, retry/continue economy. Use for tuning the moment-to-moment gameplay; not for content (use Item, Character, Collection) and not f
  • save_game_loop PARTIAL SAVE: writes ONLY the 'GameLoop' field of TitlePublicConfigurationModel; all other v1/v2 fields stay untouched. Core gameplay loop configuration — match settings, level pacing, difficulty curves, energy/cooldown gates, retry/continue economy. Use for tuning the moment-to-moment gameplay; not
  • get_character GET ONLY the 'Character' field of TitlePublicConfigurationModel. Character/hero catalogue — playable units, NPCs, summons. Defines stats, abilities, evolution/level-up paths, art/asset references. Distinct from Item (generic inventory) — characters typically have progression and abilities. Skins (al
  • save_character PARTIAL SAVE: writes ONLY the 'Character' field of TitlePublicConfigurationModel; all other v1/v2 fields stay untouched. Character/hero catalogue — playable units, NPCs, summons. Defines stats, abilities, evolution/level-up paths, art/asset references. Distinct from Item (generic inventory) — charac
  • get_match GET ONLY the 'Match' field of TitlePublicConfigurationModel. PvP / match system configuration, grouped by battle mode under InstantBattle. Holds the instant-battle rule catalogue (keyed by RuleID) plus title-wide defaults. Each rule defines wager economy (prize-pool burn) and battle settings: a comb
  • save_match PARTIAL SAVE: writes ONLY the 'Match' field of TitlePublicConfigurationModel; all other v1/v2 fields stay untouched. PvP / match system configuration, grouped by battle mode under InstantBattle. Holds the instant-battle rule catalogue (keyed by RuleID) plus title-wide defaults. Each rule defines wag
  • get_collection GET ONLY the 'Collection' field of TitlePublicConfigurationModel. Collection / album / codex definitions — sets of items, cards, characters or achievements players collect. Defines what counts as the collection, completion rewards, and tier/rarity grouping. Use for compendium-style meta content.
  • save_collection PARTIAL SAVE: writes ONLY the 'Collection' field of TitlePublicConfigurationModel; all other v1/v2 fields stay untouched. Collection / album / codex definitions — sets of items, cards, characters or achievements players collect. Defines what counts as the collection, completion rewards, and tier/rar
  • get_craft GET ONLY the 'Craft' field of TitlePublicConfigurationModel. Crafting / recipe system — input resources, output item, success rate, time cost, station/skill prerequisites. Item IDs in inputs/outputs reference the Item catalogue; currency costs reference Currency.
  • save_craft PARTIAL SAVE: writes ONLY the 'Craft' field of TitlePublicConfigurationModel; all other v1/v2 fields stay untouched. Crafting / recipe system — input resources, output item, success rate, time cost, station/skill prerequisites. Item IDs in inputs/outputs reference the Item catalogue; currency costs
  • get_lootbox GET ONLY the 'Lootbox' field of TitlePublicConfigurationModel. Lootbox / gacha definitions — loot tables with weighted entries, pity systems, guaranteed rares, currency to open. Each entry references Item or Currency IDs. For straight (non-random) reward bundles use Reward.
  • save_lootbox PARTIAL SAVE: writes ONLY the 'Lootbox' field of TitlePublicConfigurationModel; all other v1/v2 fields stay untouched. Lootbox / gacha definitions — loot tables with weighted entries, pity systems, guaranteed rares, currency to open. Each entry references Item or Currency IDs. For straight (non-rand
  • get_store GET ONLY the 'Store' field of TitlePublicConfigurationModel. In-game shop, built as a tree: Stores -> Layout.Sections -> Slots, plus a flat StoreOffers catalogue. A SLOT is the only address a product can be bought through, and it decides what stands in it: Rotation.Mode is Fixed (a pinned product -
  • save_store PARTIAL SAVE: writes ONLY the 'Store' field of TitlePublicConfigurationModel; all other v1/v2 fields stay untouched. In-game shop, built as a tree: Stores -> Layout.Sections -> Slots, plus a flat StoreOffers catalogue. A SLOT is the only address a product can be bought through, and it decides what s
  • get_ban GET ONLY the 'Ban' field of TitlePublicConfigurationModel. Ban levels and the level ban gates apply to a player. The publisher defines any number of named levels (e.g. "low"/"medium"/"hard") — each with capability checkboxes (BanCapability: block withdrawals, deposits, leaderboards, trading, PvP, ch
  • save_ban PARTIAL SAVE: writes ONLY the 'Ban' field of TitlePublicConfigurationModel; all other v1/v2 fields stay untouched. Ban levels and the level ban gates apply to a player. The publisher defines any number of named levels (e.g. "low"/"medium"/"hard") — each with capability checkboxes (BanCapability: blo
  • get_purchase GET ONLY the 'Purchase' field of TitlePublicConfigurationModel. Real-money in-app purchases (IAP) for Google Play and the Apple App Store. Product catalogue with per-store SKUs (StoreProductIDs), what each purchase grants (Rewards), subscription products that activate a Premium entitlement, audience
  • save_purchase PARTIAL SAVE: writes ONLY the 'Purchase' field of TitlePublicConfigurationModel; all other v1/v2 fields stay untouched. Real-money in-app purchases (IAP) for Google Play and the Apple App Store. Product catalogue with per-store SKUs (StoreProductIDs), what each purchase grants (Rewards), subscriptio
  • get_deal_offer GET ONLY the 'DealOffer' field of TitlePublicConfigurationModel. Limited-time offers WITH PROGRESSION — starter packs, comeback bundles, aquarium-style chains, pick-one-of-N. Two axes: a SLOT is a UI position that cycles through its own ordered Queue of offers (its Availability.Schedule decides how:
  • save_deal_offer PARTIAL SAVE: writes ONLY the 'DealOffer' field of TitlePublicConfigurationModel; all other v1/v2 fields stay untouched. Limited-time offers WITH PROGRESSION — starter packs, comeback bundles, aquarium-style chains, pick-one-of-N. Two axes: a SLOT is a UI position that cycles through its own ordered
  • get_marketplace GET ONLY the 'Marketplace' field of TitlePublicConfigurationModel. Player-to-player marketplace (v2) — fixed-price listings (price = ResourceBundle), auctions (single-axis bids), buy orders (escrowed payment), and direct trades/gifts. Configures the audience gate, open-window schedule, price composi
  • save_marketplace PARTIAL SAVE: writes ONLY the 'Marketplace' field of TitlePublicConfigurationModel; all other v1/v2 fields stay untouched. Player-to-player marketplace (v2) — fixed-price listings (price = ResourceBundle), auctions (single-axis bids), buy orders (escrowed payment), and direct trades/gifts. Configure
  • get_quest GET ONLY the 'Quest' field of TitlePublicConfigurationModel. Quest / mission / objective definitions — single tasks the player completes for a reward. Includes trigger conditions, progress counters, completion criteria, reward references (use Reward). For grouped quest chains use Season or TimedEven
  • save_quest PARTIAL SAVE: writes ONLY the 'Quest' field of TitlePublicConfigurationModel; all other v1/v2 fields stay untouched. Quest / mission / objective definitions — single tasks the player completes for a reward. Includes trigger conditions, progress counters, completion criteria, reward references (use R
  • get_tutorial GET ONLY the 'Tutorial' field of TitlePublicConfigurationModel. Tutorial / onboarding definitions — flows (ordered scenarios) built from steps that teach the player a mechanic. A step completes either by client acknowledgement or by a real game event (the same TriggerSource vocabulary as Quest), so
  • save_tutorial PARTIAL SAVE: writes ONLY the 'Tutorial' field of TitlePublicConfigurationModel; all other v1/v2 fields stay untouched. Tutorial / onboarding definitions — flows (ordered scenarios) built from steps that teach the player a mechanic. A step completes either by client acknowledgement or by a real game
  • get_localization GET ONLY the 'Localization' field of TitlePublicConfigurationModel. Localization SETTINGS — which locales the title offers, which one is the default (and therefore the fallback), what to render for a missing key, and the store limits. The translation TABLES are deliberately NOT here: they live in th
  • save_localization PARTIAL SAVE: writes ONLY the 'Localization' field of TitlePublicConfigurationModel; all other v1/v2 fields stay untouched. Localization SETTINGS — which locales the title offers, which one is the default (and therefore the fallback), what to render for a missing key, and the store limits. The trans
  • get_referral GET ONLY the 'Referral' field of TitlePublicConfigurationModel. Referral / invite system configuration — invite codes, attribution rules, milestones (e.g. invite N friends → reward), per-side rewards (inviter + invitee). Reward bundles reference Reward.
  • save_referral PARTIAL SAVE: writes ONLY the 'Referral' field of TitlePublicConfigurationModel; all other v1/v2 fields stay untouched. Referral / invite system configuration — invite codes, attribution rules, milestones (e.g. invite N friends → reward), per-side rewards (inviter + invitee). Reward bundles referenc
  • get_blockchain GET ONLY the 'Blockchain' field of TitlePublicConfigurationModel. On-chain integration config — chain selectors, smart contract addresses, RPC overrides, gas policy, supported networks for Crypto currencies. Built largely from Currency.CryptoCurrencies[].Networks; this is the title-level companion c
  • save_blockchain PARTIAL SAVE: writes ONLY the 'Blockchain' field of TitlePublicConfigurationModel; all other v1/v2 fields stay untouched. On-chain integration config — chain selectors, smart contract addresses, RPC overrides, gas policy, supported networks for Crypto currencies. Built largely from Currency.CryptoCu
  • get_timed_boost GET ONLY the 'TimedBoost' field of TitlePublicConfigurationModel. Buff / boost definitions with a time component — temporary XP multipliers, drop-rate boosts, energy-cap boosts. Granted via Reward, Store, DealOffer, or events. Define the buff's effect and duration here; granting is done elsewhere.
  • save_timed_boost PARTIAL SAVE: writes ONLY the 'TimedBoost' field of TitlePublicConfigurationModel; all other v1/v2 fields stay untouched. Buff / boost definitions with a time component — temporary XP multipliers, drop-rate boosts, energy-cap boosts. Granted via Reward, Store, DealOffer, or events. Define the buff's
  • get_experiment GET ONLY the 'Experiment' field of TitlePublicConfigurationModel. A/B experiments — variant definitions with weighted allocation, audience gate (SegmentGate) and schedule (ScheduleSpec). Players are assigned to a variant by a stable hash; variant Params carry inline config overrides. Used to test co
  • save_experiment PARTIAL SAVE: writes ONLY the 'Experiment' field of TitlePublicConfigurationModel; all other v1/v2 fields stay untouched. A/B experiments — variant definitions with weighted allocation, audience gate (SegmentGate) and schedule (ScheduleSpec). Players are assigned to a variant by a stable hash; varia
  • get_advertising GET ONLY the 'Advertising' field of TitlePublicConfigurationModel. Advertising — logical ad Placements (rewarded video, interstitial, banner, app-open), the mediation Providers that serve them (AppLovin MAX, LevelPlay, ...) with per-platform app IDs and ad unit IDs, per-format settings, frequency ca
  • save_advertising PARTIAL SAVE: writes ONLY the 'Advertising' field of TitlePublicConfigurationModel; all other v1/v2 fields stay untouched. Advertising — logical ad Placements (rewarded video, interstitial, banner, app-open), the mediation Providers that serve them (AppLovin MAX, LevelPlay, ...) with per-platform ap
  • get_authentication GET ONLY the 'Authentication' field of TitlePublicConfigurationModel. Authentication — which third-party sign-in methods the title offers and the public OAuth client IDs each platform build needs (currently Google: Web / Android / iOS / Desktop client IDs). Contains NO secrets: OAuth client IDs are
  • save_authentication PARTIAL SAVE: writes ONLY the 'Authentication' field of TitlePublicConfigurationModel; all other v1/v2 fields stay untouched. Authentication — which third-party sign-in methods the title offers and the public OAuth client IDs each platform build needs (currently Google: Web / Android / iOS / Desktop
  • get_feature_tracking GET ONLY the 'FeatureTracking' field of TitlePublicConfigurationModel. Feature tracking — which CONCRETE actions are recorded as their own line in the player's FeatureUsage, on top of the default per-module tracking. Entries look like "Character:EquipItems" (module name from the route + the module's
  • save_feature_tracking PARTIAL SAVE: writes ONLY the 'FeatureTracking' field of TitlePublicConfigurationModel; all other v1/v2 fields stay untouched. Feature tracking — which CONCRETE actions are recorded as their own line in the player's FeatureUsage, on top of the default per-module tracking. Entries look like "Characte
  • get_attribution GET ONLY the 'Attribution' field of TitlePublicConfigurationModel. Acquisition attribution — how the engine records WHERE a player came from. The signal (utm_source/medium/campaign/term/content, the ad network's click id, the referrer, the invite code) arrives with the login request and is stored as
  • save_attribution PARTIAL SAVE: writes ONLY the 'Attribution' field of TitlePublicConfigurationModel; all other v1/v2 fields stay untouched. Acquisition attribution — how the engine records WHERE a player came from. The signal (utm_source/medium/campaign/term/content, the ad network's click id, the referrer, the invi
  • get_chat GET ONLY the 'Chat' field of TitlePublicConfigurationModel. Player chat - the catalog of persistent CHANNELS the title offers (world / announcement / group), plus direct-message settings, moderation rules and polling economics. A channel declares who SEES it (SegmentGate + ScheduleSpec) and who may
  • save_chat PARTIAL SAVE: writes ONLY the 'Chat' field of TitlePublicConfigurationModel; all other v1/v2 fields stay untouched. Player chat - the catalog of persistent CHANNELS the title offers (world / announcement / group), plus direct-message settings, moderation rules and polling economics. A channel declar
  • get_community_marketing GET ONLY the 'CommunityMarketing' field of TitlePublicConfigurationModel. Community Marketing - the program that rewards community members for posting about the game on external social platforms (YouTube/TikTok/Instagram). A campaign declares WHO may take part (Participation + SegmentGate), WHEN it
  • save_community_marketing PARTIAL SAVE: writes ONLY the 'CommunityMarketing' field of TitlePublicConfigurationModel; all other v1/v2 fields stay untouched. Community Marketing - the program that rewards community members for posting about the game on external social platforms (YouTube/TikTok/Instagram). A campaign declares W
  • get_push GET ONLY the 'Push' field of TitlePublicConfigurationModel. Push notifications - the title's settings for messages delivered to a player who is NOT in the game right now (Web Push in the browser, FCM/APNs on mobile). IsEnabled is the master switch and defaults to DISABLED: notifications spend a real
  • save_push PARTIAL SAVE: writes ONLY the 'Push' field of TitlePublicConfigurationModel; all other v1/v2 fields stay untouched. Push notifications - the title's settings for messages delivered to a player who is NOT in the game right now (Web Push in the browser, FCM/APNs on mobile). IsEnabled is the master swi
  • get_workshop GET ONLY the 'Workshop' field of TitlePublicConfigurationModel. Workshop - the catalog of content made by PLAYERS (maps, levels, skins, models, any file the game defines) and by the publisher (official content), and the LICENSES to it. Nothing is transferred: acquiring grants a license to a digital
  • save_workshop PARTIAL SAVE: writes ONLY the 'Workshop' field of TitlePublicConfigurationModel; all other v1/v2 fields stay untouched. Workshop - the catalog of content made by PLAYERS (maps, levels, skins, models, any file the game defines) and by the publisher (official content), and the LICENSES to it. Nothing
  • get_social GET ONLY the 'Social' field of TitlePublicConfigurationModel. In-game social layer - comments, following other players and reports, on top of the engine's shared social core (the same collections the platform's own social network uses, scoped to this title). Comments are OFF by default (CommentsEnab
  • save_social PARTIAL SAVE: writes ONLY the 'Social' field of TitlePublicConfigurationModel; all other v1/v2 fields stay untouched. In-game social layer - comments, following other players and reports, on top of the engine's shared social core (the same collections the platform's own social network uses, scoped t
  • get_platform_bridge GET ONLY the 'PlatformBridge' field of TitlePublicConfigurationModel. Platform bridge - what the game takes from the player's idosgames.com account and what it lets players show on their public profile. Profile: Off / Default (unset: the platform name and avatar until the player renames themselves i
  • save_platform_bridge PARTIAL SAVE: writes ONLY the 'PlatformBridge' field of TitlePublicConfigurationModel; all other v1/v2 fields stay untouched. Platform bridge - what the game takes from the player's idosgames.com account and what it lets players show on their public profile. Profile: Off / Default (unset: the platfo
  • get_multiplayer GET ONLY the 'Multiplayer' field of TitlePublicConfigurationModel. Realtime multiplayer (WebRTC peer-to-peer) - the engine is only the signaling server: it creates rooms, relays WebRTC offer/answer/ICE between room members and optionally relays lobby chat; game traffic then flows directly between pl
  • save_multiplayer PARTIAL SAVE: writes ONLY the 'Multiplayer' field of TitlePublicConfigurationModel; all other v1/v2 fields stay untouched. Realtime multiplayer (WebRTC peer-to-peer) - the engine is only the signaling server: it creates rooms, relays WebRTC offer/answer/ICE between room members and optionally relays
  • get_ai GET ONLY the 'AI' field of TitlePublicConfigurationModel. InApp AI generation features of the title - what a PLAYER can generate at runtime through the engine (text/NPC chat, images, video, speech, music, 3D). Enabled is the master switch; Features maps a stable FeatureKey (no '.' or '$') to one fea
  • save_ai PARTIAL SAVE: writes ONLY the 'AI' field of TitlePublicConfigurationModel; all other v1/v2 fields stay untouched. InApp AI generation features of the title - what a PLAYER can generate at runtime through the engine (text/NPC chat, images, video, speech, music, 3D). Enabled is the master switch; Feat
  • get_analytics GET ONLY the 'Analytics' field of TitlePublicConfigurationModel. Custom events - Firebase Analytics parity. The game sends its own events (logEvent(name, params, value)); the engine stores them per player per UTC day and the dashboard reports counts, unique players, value sums and breakdowns by plat
  • save_analytics PARTIAL SAVE: writes ONLY the 'Analytics' field of TitlePublicConfigurationModel; all other v1/v2 fields stay untouched. Custom events - Firebase Analytics parity. The game sends its own events (logEvent(name, params, value)); the engine stores them per player per UTC day and the dashboard reports c
  • get_data_collections GET ONLY the 'DataCollections' field of TitlePublicConfigurationModel. Data collections - the creator's own data structures, a Firebase/Supabase-like store inside the platform for games, apps and sites. USE A READY PLATFORM MODULE FIRST (currencies, items, store, lootboxes, quests, leaderboards, cha
  • save_data_collections PARTIAL SAVE: writes ONLY the 'DataCollections' field of TitlePublicConfigurationModel; all other v1/v2 fields stay untouched. Data collections - the creator's own data structures, a Firebase/Supabase-like store inside the platform for games, apps and sites. USE A READY PLATFORM MODULE FIRST (curren
  • get_mailbox GET ONLY the 'Mailbox' field of TitlePublicConfigurationModel. Mailbox - an in-game mailbox that holds VALUE the player claims (not notifications - those are Push). Enabled is the master switch, default OFF. Capacity (default 100) caps visible letters; on overflow the oldest letters WITHOUT unclaime
  • save_mailbox PARTIAL SAVE: writes ONLY the 'Mailbox' field of TitlePublicConfigurationModel; all other v1/v2 fields stay untouched. Mailbox - an in-game mailbox that holds VALUE the player claims (not notifications - those are Push). Enabled is the master switch, default OFF. Capacity (default 100) caps visible
  • generate_image Generate an image (icon, sprite, art) for the title. The result has a CDN URL in Assets — reference that URL from the title config or code. Runs as a job: the call waits up to about two minutes and returns the result; if it is not ready by then it returns the generation with status queued/running —
  • generate_video Generate a video clip for the title. Duration is the main cost driver, and some models bill a minimum length even when the clip is shorter — estimate first. ASYNC: returns a job with an id and status — poll get_video for the result.
  • generate_audio Generate speech (text-to-speech) for the title. Billed per character. The voice comes from the tier's model unless you pass one in params. Runs as a job: the call waits up to about two minutes and returns the result; if it is not ready by then it returns the generation with status queued/running — p
  • generate_music Generate music (a loop or a short track) for the title. A different vendor path and a different price from generate_audio, which is speech. Runs as a job: the call waits up to about two minutes and returns the result; if it is not ready by then it returns the generation with status queued/running —
  • generate_three_d Generate a 3D asset (mesh) for the title. ASYNC: returns a job with an id and status — poll get_three_d for the result.
  • get_video Poll a video job by id. While it runs the status says so; when it is done the CDN URL is in Assets.
  • get_three_d Poll a 3D job by id. When it is done the model CDN URL is in Assets.
  • remix_video Remix an existing video job with new instructions. Starts a new job — poll get_video. ASYNC: returns a job with an id and status — poll get_video for the result.
  • list_ai_tiers List the quality/price tiers available on this publisher's plan for every kind of media, and — for each tier — the settings its model accepts: field keys, allowed values, defaults and what they do. That list is the reference for the `params` argument of the generate_* tools. Read-only and free.
  • estimate_media_cost Estimate what a generation will cost in credits before running it. Read-only and free. exact=true means computed from the model's price list; approximate=true means the vendor names the final sum itself (video and music) and the number is a best guess; both false means there is nothing to estimate f
  • get_generation Read a generation by id: its status (queued | running | completed | failed), the CDN URLs in Assets or the text in OutputText when it is done, the error when it failed. Poll it for generations that returned queued/running. Read-only and free.
  • generate_text Generate text via AI (copy, item descriptions, dialogue). Runs as a job: the call waits up to about two minutes and returns the generated text; if it is not ready by then it returns the generation with status queued/running — poll get_generation with its id. Credits are the publisher's; title_id is
  • get_title_data Read the TITLE's key-value data store — values shared by ALL players (event state, global counters, server-side thresholds, feature toggles). Returns two scopes: "Static" (authored configuration, written with save_title_data) and "Runtime" (live state that only CloudCode scripts write), each split i
  • save_title_data Write the authored (Static) part of the title's key-value data store. REPLACES the whole bucket: read it with get_title_data first and send it back extended, or omitted keys are deleted. The Runtime scope CANNOT be written here — mutable title state is owned by CloudCode scripts, so their counters a
  • get_localization_keys List the title's localization KEYS with their text in the DEFAULT language, plus the configured locales. Call it before writing any user-visible string so you reuse an existing key instead of inventing a second one for the same label. Filter with "prefix" ("shop.", "quest."); long tables are truncat
  • save_localization_keys Create or update localization keys in the title's DEFAULT language. PARTIAL: only the keys you send are written, the rest of the table is untouched — people translate the same table, and replacing it wholesale would erase their work. Write ONLY the default language: other locales are filled by trans
  • list_title_secrets List the NAMES of the title's integration variables and secrets, plus the outbound-HTTP allow list. Secret VALUES are never returned by any tool — reference a secret inside a CloudCode script as {{secret:NAME}} in a server.HttpRequest call and the platform substitutes it server-side. Use this to dis
  • publish_cloud_code Publish server-side game logic (CloudCode) and make it live. This is the only way to run custom code on the server, and the only way to write protected data: the ReadOnly/Internal buckets of a player's UserCustomData and the Runtime scope of the title's data store. The script is plain JavaScript fil
  • list_kanban_projects List the publisher's task boards (projects) with their names and progress. Start here: every other kanban tool needs a project_id.
  • get_kanban_board Read a board: its columns and the cards in them. Cards come back COMPACT — key, title, priority, assignee, due date, labels and counters, without descriptions or checklists. Call get_kanban_card for the full text of one card.
  • get_kanban_card Read ONE card in full: description, checklist, links, watchers, estimate and which column it sits in. Address it either by card_id or by its human key like OPUS-451.
  • search_kanban_cards Find cards ACROSS all the publisher's boards by a substring of the title or by the task key. Two characters minimum; archived boards are excluded.
  • get_my_kanban_tasks Cards assigned to a person across all boards, soonest deadline first. Defaults to the publisher who owns this connection — pass assignee_id for a teammate.
  • get_kanban_comments Read the comment thread of a card, oldest first.
  • list_kanban_members Who can be assigned a card, watch it or be mentioned: the publisher and the teammates with kanban access. Returns ids and emails — use the id for set_kanban_assignee.
  • create_kanban_card Add a card to a column. The server assigns the human key (OPUS-451) — it is in the reply.
  • update_kanban_card Change a card's title, description, priority or deadline. Fields you leave out stay as they are — this is a patch, not a replacement.
  • move_kanban_card Move a card to another column (or to another position in the same one). Moving it into a done column also completes the task and awards its XP; moving it back out clears the completion mark. The reply says which happened.
  • set_kanban_assignee Assign a card to someone, or clear the assignee. The person is notified.
  • delete_kanban_card Delete a card. IRREVERSIBLE, and its task key is never reused — ask the publisher before calling this. To take a card off the board without losing it, move it instead.
  • add_kanban_comment Post a comment on a card. It appears under the publisher's own name, so write as the assistant, not as them. Mentioned people are notified.
  • create_kanban_project Create a board. It comes with a default set of columns, so you can add cards right away.
  • update_kanban_project Rename a board, change its description/icon/colour, or archive it. Archiving hides it from search and from my-tasks without deleting anything.
  • delete_kanban_project Delete a whole board with every card, comment and attachment on it. IRREVERSIBLE and there is no undo — ask the publisher first, and prefer archiving via update_kanban_project(archived=true), which is reversible.
  • create_kanban_column Add a column to a board.
  • update_kanban_column Rename a column, recolour it, or mark it as the done column. Cards entering a done column count as completed and award XP.
  • delete_kanban_column Delete a column TOGETHER WITH EVERY CARD IN IT. IRREVERSIBLE — ask the publisher first, and move the cards out with move_kanban_card if they should survive.
  • reorder_kanban_columns Set the left-to-right order of the columns. Pass every column id of the board.
  • begin_build_upload Start uploading a READY web build of the game (static files: index.html + assets — e.g. Vite dist/, Unity WebGL) to a Title. Returns build_id, a one-hour upload_url and asset_base. Build the game with asset_base as its base path (or a relative './'), zip the CONTENTS of the output folder so index.ht
  • finish_build_upload Finish an upload started with begin_build_upload: unpacks the zip into a new version of the Title (it appears in the dashboard's version history) and waits up to ~100 s. Returns the version with a TestUrl to try it before players see it. deploy=true also puts it live for players on the Title's addre
  • get_build State of one version of the Title's game: status (Queued, Building, Staged = ready to deploy, Live, Failed), errors, test and live links. Use it to poll finish_build_upload.
  • list_builds Recent versions of the Title's game, newest first — uploaded ones and ones built by the AI Coder — with which one players get now.
  • list_modules List the composable iDos Games game modules in the catalog — the same registry the local @idosgames/mcp server serves. Each entry has id, name, type (template = a complete ready-to-run game to start FROM, e.g. voxelcraft; feature = a system to add on top, e.g. store, quests, leaderboard), engine, ge
  • get_module Get one module's source (files) plus install instructions: write each file under src/modules/{id}/, install its dependencies, and register it in src/modules.ts. The project needs the base first (get_host_scaffold). Large modules come in PAGES: the answer has nextCursor while files remain — call agai
  • search_modules Keyword search across modules and skills. Matches a module on its id, name, type, engine, genre, summary, description, what it 'provides' and tags — so you can find a ready module by the feature you need (e.g. 'dice board', 'idle income', 'daily reward') rather than by name. Skills match on name and
  • list_skills List the SDK skills (name + description): instructions for coding against @idosgames/core services (currencies, store, quests, blockchain…), the module contract and composition, plus checklists such as idosgames-title-bootstrap (configuring a fresh Title so a game can run). Load one with get_skill b
  • get_skill Get one SDK skill's full content (SKILL.md) and its reference files. Read-only; takes no title_id.
  • get_host_scaffold Get the base every NEW project starts from — the host shell with sign-in and the lobby (index.html, main.tsx, src/app.config.ts, the wallet files, an empty src/modules.ts, config; the lobby and sign-in come from @idosgames/app-shell). Write these files to the project root, install the versions from
  • get_manifest Get the @idosgames runtime npm packages and their exact versions (core, wallet, module-sdk, react, app-shell). Install these so the base and the modules resolve their imports. Read-only; takes no title_id.

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