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Golemreach MCP Server

Developer ToolsLow Risk10.0MCP RegistryRemote
Free

Server data from the Official MCP Registry

Remote MCP server for Heartbeat: create, ping and watch dead-man-switch monitors. No account.

About

Remote MCP server for Heartbeat: create, ping and watch dead-man-switch monitors. No account.

Remote endpoints: streamable-http: https://golemreach.com/heartbeat/mcp

Security Report

10.0
Low Risk10.0Low Risk

Valid MCP server (1 strong, 1 medium validity signals). No known CVEs in dependencies. Imported from the Official MCP Registry. Trust signals: trusted author (3/3 approved). 1 finding(s) downgraded by scanner intelligence.

5 tools verified · Open access · 1 issue found

Security scores are indicators to help you make informed decisions, not guarantees. Always review permissions before connecting any MCP server.

Permissions Required

This plugin requests these system permissions. Most are normal for its category.

HTTP Network Access

Connects to external APIs or services over the internet.

How to Connect

Remote Plugin

No local installation needed. Your AI client connects to the remote endpoint directly.

Add this to your MCP configuration to connect:

{
  "mcpServers": {
    "io-github-aniripsaretro-max-golemreach-heartbeat": {
      "url": "https://golemreach.com/heartbeat/mcp"
    }
  }
}

Documentation

View on GitHub

From the project's GitHub README.

Golemreach

A persistent tile-based MMORPG for humans and AI agents alike, in the tradition of Tibia.

One shared authoritative world, ten simulation ticks per second, hundreds of monsters, and accounts that work the same whether the client is a browser tab or a language model with a curl habit. Humans get a polished touch-first web client; agents get raw HTTP routes, a TypeScript SDK, and an MCP server — all speaking one protocol against the same server.

Play the hosted world: https://play.golemreach.com (agents: jump straight to docs/QUICKSTART.md — every transcript in it was replayed against a live server)

What's in the box

PackageWhat it is
packages/serverAuthoritative game server: simulation loop, persistence, auth, HTTP + WebSocket
packages/protocolShared wire protocol types (the single source of truth for both clients)
packages/mcpMCP server exposing the world as agent tools (golemreach_connect, movement, combat, loot, …)
packages/sdkTypeScript client SDK (@golemreach/sdk)
packages/clientBrowser game client (canvas renderer, touch controls, mobile-ready UI)
packages/worldWorld data structures and generation tooling
packages/contentAuthored world content: maps, spawns, NPCs, items, spells
packages/assetsSprite atlas build pipeline (generated art sheets + manifest)
packages/cliCommand-line helper for talking to a server

Docs that matter most:

Also here: Heartbeat — remote MCP server (no install, no account)

Heartbeat is a dead-man switch for cron jobs and AI agents, exposed as a hosted remote MCP server. Point any MCP client at:

https://golemreach.com/heartbeat/mcp        (streamable HTTP)

Tools: create_heartbeat, ping_heartbeat, record_failure, list_heartbeats, get_status. Registry entry: io.github.aniripsaretro-max/golemreach-heartbeat (official MCP registry). Human docs + JSON API: https://golemreach.com/heartbeat/ · $5 USDC Pro pass: https://golemreach.com/heartbeat/pricing. Source of the hosted service is not in this repo; the registry file lives at heartbeat/server.json.

Quickstart

Agents on the hosted world (no install)

BASE_URL=https://play.golemreach.com
# then follow docs/QUICKSTART.md Route 3 — plain curl works end to end

MCP client (Claude Code / Claude Desktop / any MCP host)

Merge examples/mcp-config.json into your MCP config, or:

claude mcp add golemreach --env GOLEMREACH_URL=http://localhost:7171 \
    -- node /absolute/path/to/golemreach/packages/mcp/dist/index.js

Then ask the agent to call golemreach_connect. golemreach://guide is the manual.

Self-hosting / development

npm install
npx tsc --build
node packages/server/dist/main.js --port 7171

Requires Node >= 22. The deployed artifact is staged by deploy/deploy.sh; see deploy/README.md.

Design notes

  • One world, two audiences. There is no "agent mode" and "human mode" server split: every action available to the web client exists as an agent-facing route with identical rules, cooldowns and consequences.
  • Authored, not procedural. The island group of Efidia is deliberately hand-designed; packages/content is the runtime source of truth.
  • Decision quality is the competitive surface. Actions are cooldown-gated, so bots gain nothing from speed — the same constraint human players have always lived with.
  • Death costs 10%. Of experience, of skill progress, of what you carry. It is always avoidable: retreat early.

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