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/mcpTools
144 tools listed at last check
list_my_titlesList 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) withget_image_dataGET 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 storasave_image_dataPARTIAL 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_bundleGET 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_bundlePARTIAL 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 binaget_title_custom_dataGET 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 Titsave_title_custom_dataPARTIAL 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 sectioget_cloud_codeGET 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 tosave_cloud_codePARTIAL 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 tracget_currencyGET 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 persave_currencyPARTIAL 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 energyget_itemGET 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, Quessave_itemPARTIAL 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. Referenceget_premiumGET 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). Usesave_premiumPARTIAL 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) anget_rewardGET 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 insteasave_rewardPARTIAL 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. Defineget_user_custom_dataGET 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-specificsave_user_custom_dataPARTIAL 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 theget_usageGET 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 gsave_usagePARTIAL 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 finisheget_timed_eventGET 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 CoopEsave_timed_eventPARTIAL 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, mget_coop_eventGET 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_eventPARTIAL 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 (pureget_leaderboardGET 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_leaderboardPARTIAL 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-playeget_seasonGET 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 TimedEvesave_seasonPARTIAL 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 passget_game_loopGET 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 fsave_game_loopPARTIAL 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; notget_characterGET 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 (alsave_characterPARTIAL 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) — characget_matchGET 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 combsave_matchPARTIAL 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 wagget_collectionGET 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_collectionPARTIAL 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/rarget_craftGET 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_craftPARTIAL 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 costsget_lootboxGET 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_lootboxPARTIAL 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-randget_storeGET 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_storePARTIAL 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 sget_banGET 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, chsave_banPARTIAL 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: bloget_purchaseGET 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, audiencesave_purchasePARTIAL 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), subscriptioget_deal_offerGET 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_offerPARTIAL 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 orderedget_marketplaceGET 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 composisave_marketplacePARTIAL 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. Configureget_questGET 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 TimedEvensave_questPARTIAL 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 Rget_tutorialGET 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), sosave_tutorialPARTIAL 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 gameget_localizationGET 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 thsave_localizationPARTIAL 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 transget_referralGET 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_referralPARTIAL 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 referencget_blockchainGET 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 csave_blockchainPARTIAL 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.CryptoCuget_timed_boostGET 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_boostPARTIAL 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'sget_experimentGET 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 cosave_experimentPARTIAL 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; variaget_advertisingGET 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 casave_advertisingPARTIAL 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 apget_authenticationGET 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 aresave_authenticationPARTIAL 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 / Desktopget_feature_trackingGET 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'ssave_feature_trackingPARTIAL 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 "Characteget_attributionGET 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 assave_attributionPARTIAL 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 inviget_chatGET 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 maysave_chatPARTIAL 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 declarget_community_marketingGET 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 itsave_community_marketingPARTIAL 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 Wget_pushGET 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 realsave_pushPARTIAL 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 swiget_workshopGET 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 digitalsave_workshopPARTIAL 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. Nothingget_socialGET 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 (CommentsEnabsave_socialPARTIAL 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 tget_platform_bridgeGET 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 isave_platform_bridgePARTIAL 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 platfoget_multiplayerGET 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 plsave_multiplayerPARTIAL 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 relaysget_aiGET 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 feasave_aiPARTIAL 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; Featget_analyticsGET 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 platsave_analyticsPARTIAL 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 cget_data_collectionsGET 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, chasave_data_collectionsPARTIAL 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 (currenget_mailboxGET 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 unclaimesave_mailboxPARTIAL 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 visiblegenerate_imageGenerate 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_videoGenerate 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_audioGenerate 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 — pgenerate_musicGenerate 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_dGenerate a 3D asset (mesh) for the title. ASYNC: returns a job with an id and status — poll get_three_d for the result.get_videoPoll a video job by id. While it runs the status says so; when it is done the CDN URL is in Assets.get_three_dPoll a 3D job by id. When it is done the model CDN URL is in Assets.remix_videoRemix 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_tiersList 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_costEstimate 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 fget_generationRead 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_textGenerate 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 isget_title_dataRead 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 isave_title_dataWrite 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 aget_localization_keysList 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 truncatsave_localization_keysCreate 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 translist_title_secretsList 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 dispublish_cloud_codePublish 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 fillist_kanban_projectsList the publisher's task boards (projects) with their names and progress. Start here: every other kanban tool needs a project_id.get_kanban_boardRead 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_cardRead 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_cardsFind 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_tasksCards 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_commentsRead the comment thread of a card, oldest first.list_kanban_membersWho 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_cardAdd a card to a column. The server assigns the human key (OPUS-451) — it is in the reply.update_kanban_cardChange 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_cardMove 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_assigneeAssign a card to someone, or clear the assignee. The person is notified.delete_kanban_cardDelete 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_commentPost 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_projectCreate a board. It comes with a default set of columns, so you can add cards right away.update_kanban_projectRename a board, change its description/icon/colour, or archive it. Archiving hides it from search and from my-tasks without deleting anything.delete_kanban_projectDelete 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_columnAdd a column to a board.update_kanban_columnRename a column, recolour it, or mark it as the done column. Cards entering a done column count as completed and award XP.delete_kanban_columnDelete 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_columnsSet the left-to-right order of the columns. Pass every column id of the board.begin_build_uploadStart 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.htfinish_build_uploadFinish 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 addreget_buildState 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_buildsRecent versions of the Title's game, newest first — uploaded ones and ones built by the AI Coder — with which one players get now.list_modulesList 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, geget_moduleGet 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 agaisearch_modulesKeyword 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 andlist_skillsList 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 bget_skillGet one SDK skill's full content (SKILL.md) and its reference files. Read-only; takes no title_id.get_host_scaffoldGet 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 fromget_manifestGet 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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