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Deploy a web game to a playable multiplayer URL with rooms, state sync, and leaderboards.
Deploy a web game to a playable multiplayer URL with rooms, state sync, and leaderboards.
antics-mcp is a well-designed MCP server with appropriate authentication patterns and security guardrails. The server implements a thoughtful keyless-by-default model for unauthenticated users while requiring explicit login (via external CLI) for owner-scoped operations. Code is clean, dependencies are minimal and legitimate, and no security vulnerabilities were identified. Minor code quality observations do not materially impact the security posture. Supply chain analysis found 3 known vulnerabilities in dependencies (0 critical, 3 high severity). Package verification found 1 issue.
4 files analyzed · 7 issues found
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Add this to your MCP configuration file:
{
"mcpServers": {
"io-github-antics-gg-antics-mcp": {
"args": [
"-y",
"antics-mcp"
],
"command": "npx"
}
}
}From the project's GitHub README.
Multiplayer for your game, in one prompt. An MCP server that lets an AI agent generate a web game and deploy it to a playable multiplayer URL — rooms, live state sync, and leaderboards — inside a single conversation.
AI can write a whole game as one HTML file, but it can't stand up a server, so everything it
builds is single-player. antics-mcp is the missing piece: your agent writes the game, calls
one tool, and hands you back a link your friends can open. No backend, no player accounts.
→ antics.gg · full API in one file: antics.gg/llms.txt
Claude Code:
claude mcp add antics -- npx -y antics-mcp
Claude Desktop / Cursor / any MCP client — add to your MCP config
(claude_desktop_config.json, Cursor's mcp.json, etc.):
{
"mcpServers": {
"antics": {
"command": "npx",
"args": ["-y", "antics-mcp"]
}
}
}
Then just ask: “Make a 2-player game and deploy it.” The agent writes it, calls deploy_game,
and returns a playable URL — no copy-paste, no site visit, no login.
| Tool | What it does | Login? |
|---|---|---|
deploy_game | Deploy a single HTML game file → returns a playable multiplayer URL. Keyless (ephemeral room) unless given a projectId. | No |
create_project | Create a project; returns its id, publishable key (pk_), and secret key (sk_, shown once). | Yes |
get_leaderboard | Read a project's leaderboard (top scores). | Yes |
list_projects | List your projects. | Yes |
deploy_game works without any login — it returns an ephemeral, keyless URL you can share
immediately (rooms hold 8 players and last 24h). To persist links + leaderboards and raise the
limits, sign in once with npx antics-cli login (GitHub), then the owner-scoped tools unlock and
deploy_game can target a project.
Your agent doesn't need to know any of this up front — antics.gg/llms.txt
is the complete API in one file, written so an LLM can integrate it one-shot. In brief: a game
calls joinRoom({}), shared room state is host-authoritative with per-player slices, writes
coalesce to ~20 Hz, and a leaderboard is one submitScore() call. The deployed game runs at a
/r/<code> URL with an invite link + QR built in.
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