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Gameye MCP Server

by Gameye
Developer ToolsModerate5.6MCP RegistryLocal
Free

Server data from the Official MCP Registry

Launch, inspect and stop multiplayer game server sessions on Gameye from any MCP client.

About

Launch, inspect and stop multiplayer game server sessions on Gameye from any MCP client.

Security Report

5.6
Moderate5.6Moderate Risk

The Gameye MCP server is a well-documented orchestration client that requires a bearer API token from the environment, applies guardrails such as dry runs, token redaction, and a label-based session scope, and uses path sanitization and exclusive 0600 file writes for artifacts. The only visible code is a test file and a truncated client.ts, so the full tool set and dependency tree could not be fully audited; the main residual concerns are the broad permission set (network, file write for artifacts and tokens, token minting) and the agent-controlled outputPath, which are proportionate to the server's purpose but worth reviewing. Supply chain analysis found 3 known vulnerabilities in dependencies (1 critical, 1 high severity). Package verification found 1 issue.

4 files analyzed · 7 issues 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.

env_vars

Check that this permission is expected for this type of plugin.

File System Read

Reads files on your machine. Normal for tools that analyze or process local data.

File System Write

Writes or modifies files on your machine. Check that this is expected for the tool.

process_spawn

Check that this permission is expected for this type of plugin.

What You'll Need

Set these up before or after installing:

Gameye API token. Use the least-privileged scopes you need.Required

Environment variable: GAMEYE_API_TOKEN

API host: sandbox (self-serve, default) or production (enterprise).Optional

Environment variable: GAMEYE_ENV

How to Install

Add this to your MCP configuration file:

{
  "mcpServers": {
    "io-github-gameye-gameye-mcp": {
      "env": {
        "GAMEYE_ENV": "your-gameye-env-here",
        "GAMEYE_API_TOKEN": "your-gameye-api-token-here"
      },
      "args": [
        "-y",
        "gameye-mcp"
      ],
      "command": "npx"
    }
  }
}

Documentation

View on GitHub

From the project's GitHub README.

Gameye MCP Server

A Model Context Protocol server for the Gameye game server orchestration API. It lets an AI agent (Claude Code, Claude Desktop, Cursor, or any MCP client) launch and inspect game server sessions, check image tags and regions, and fetch logs and artifacts. You talk to it in plain language, and you don't have to leave your editor.

Status: beta (0.x). Tools, inputs and outputs may change between releases, and there may be bugs. The server says so to every client that connects, on startup, and in gameye_context. It is published on npm as gameye-mcp, as a container image at ghcr.io/gameye/gameye-mcp, and in the MCP Registry as io.github.Gameye/gameye-mcp; see the changelog for what changed in each release.

Quick start

GAMEYE_API_TOKEN=<your-token> npx -y gameye-mcp

It needs Node.js 22 or newer. The server speaks MCP over stdio. Normally your MCP client starts it for you (see Install), so you rarely need to run it by hand.

Environments

Gameye has two public API hosts. The server targets sandbox by default.

GAMEYE_ENVHostWho it is for
sandbox (default)https://api.sandbox-gameye.gameye.netSelf-serve customers. This is your permanent home and runs live matches, not just tests.
productionhttps://api.production-gameye.gameye.netEnterprise customers.

The environment is a property of the server process. No tool takes an environment argument, so an agent can't switch to production partway through a conversation. If you need both, configure two named server entries (for example gameye-sandbox and gameye-production), each with its own token.

Environment variables

VariableRequiredDefaultDescription
GAMEYE_API_TOKENYes—Gameye API token. Use the least-privileged scopes you need (see below).
GAMEYE_ENVNosandboxsandbox or production. Selects the API host.
GAMEYE_API_URLNo—Overrides the host, for testing only. Must be https. If it equals one of the two known hosts, it must match GAMEYE_ENV or the server refuses to start. Any other URL is labelled custom in every tool result.
GAMEYE_TIMEOUT_MSNo30000Per-request timeout in milliseconds, a positive whole number. Log snapshots get at least 60 s and artifact downloads at least 120 s. A request that runs out of time comes back as a tool error: Request to <host> timed out after <n>s.

Install

Claude Code

claude mcp add gameye --env GAMEYE_API_TOKEN=<your-token> -- npx -y gameye-mcp

For production, add --env GAMEYE_ENV=production and use a production token.

Other MCP clients

Most clients (Claude Desktop, Cursor, Windsurf and others) accept an mcpServers block:

{
  "mcpServers": {
    "gameye": {
      "command": "npx",
      "args": ["-y", "gameye-mcp"],
      "env": {
        "GAMEYE_API_TOKEN": "<your-token>",
        "GAMEYE_ENV": "sandbox"
      }
    }
  }
}

Restart the client after you change its configuration.

npx -y gameye-mcp runs the latest release. To stay on one version, name it: npx -y gameye-mcp@0.3.1 (or "args": ["-y", "gameye-mcp@0.3.1"]).

Windows

The server runs on Windows with Node.js 22 or newer. We've tested it on Windows 11, through Claude Code and over plain stdio. If something breaks on Windows, please open an issue.

  • Many Windows MCP clients can't start npx directly, because it's a .cmd script. Start it through cmd /c instead:

    "command": "cmd",
    "args": ["/c", "npx", "-y", "gameye-mcp"]
    

    With Claude Code: claude mcp add gameye --env GAMEYE_API_TOKEN=<your-token> -- cmd /c npx -y gameye-mcp. Claude Code 2.1.296 and later also start plain npx.

  • In PowerShell, type npx.cmd instead of npx when you run the server by hand. A new Windows install blocks the npx PowerShell script with "running scripts is disabled on this system".

  • The first start downloads the package and can take 10 to 40 seconds. Later starts take about a second.

  • gameye_update_skills reports outdated skills on Windows but doesn't run the update. It prints the commands for you to run.

  • gameye_create_token writes the token file with owner-only permissions on macOS and Linux. On Windows those permissions don't apply, and the file gets the access rules of its folder. Write it inside your user profile.

Docker

No Node.js on the machine? Run the published image instead. It works on amd64 and arm64:

{
  "mcpServers": {
    "gameye": {
      "command": "docker",
      "args": ["run", "-i", "--rm", "-e", "GAMEYE_API_TOKEN", "-e", "GAMEYE_ENV", "ghcr.io/gameye/gameye-mcp"],
      "env": {
        "GAMEYE_API_TOKEN": "<your-token>",
        "GAMEYE_ENV": "sandbox"
      }
    }
  }
}

With Claude Code: claude mcp add gameye --env GAMEYE_API_TOKEN=<your-token> -- docker run -i --rm -e GAMEYE_API_TOKEN ghcr.io/gameye/gameye-mcp.

  • Pass each variable with -e NAME (no value), so Docker copies it from the client's environment and the token never appears in the command line.
  • Keep -i and never add -t: a terminal mangles the JSON-RPC messages on stdout.
  • To stay on one version, use a version tag such as ghcr.io/gameye/gameye-mcp:0.3.1.
  • Files the server writes stay inside the container, and --rm deletes them:
    • gameye_get_artifacts saves its download under the temp directory. To keep it, mount a directory and point the temp directory at it: -v /absolute/dir:/out -e TMPDIR=/out. The path the tool reports is the container path; the file is in /absolute/dir on the host.
    • gameye_create_token writes to the outputPath you give it. Mount a directory the same way and pass an outputPath under /out.
    • The server runs as uid 1000, so on Linux the mounted directory must be writable by that user.

Token scopes

Give the server a token with only the scopes it needs.

RecipeScopesWhat the agent can do
Observersession:read logs:read artifact:read regions:read region:read application:readInspect sessions, logs, artifacts, regions and applications. No changes.
OperatorObserver + session:start session:stop session:writeAlso launch and stop sessions and update session state.
DeployerOperator + application:writeAlso create and edit applications, so the agent can set up a deployment end to end.
Token adminDeployer + token:writeAlso create API tokens.

Never pass your Gameye API token into a game server's environment. A game server doesn't need it, and anything inside the container can read it.

Available tools

Every tool result starts with the environment and host it used, for example [sandbox · api.sandbox-gameye.gameye.net].

ToolKindDescription
gameye_contextreadShow the environment, host and server version this server targets, and the guardrail defaults (session TTL, launched-by label, token expiry)
gameye_launch_sessionwrite, dryRunStart a containerized game server (billable). Default TTL and agent label applied; see Guardrails
gameye_list_sessionsreadList running sessions (filterable; all=true for every status)
gameye_describe_sessionreadGet session details, ports and players
gameye_stop_sessiondestructive, dryRunStop one session by its exact ID
gameye_player_joinwriteRegister one or more players as joined
gameye_player_leavewriteRemove one or more players from a session
gameye_get_locationsreadList locations that can host an image right now
gameye_list_regionsreadList the regions available to your organization
gameye_check_tagreadCheck whether an image tag is available in a region
gameye_list_applicationsreadList your applications with registry, resources, regions and ports
gameye_list_registry_tagsreadList an application's tags in its upstream registry (paged)
gameye_enable_tagwrite, dryRunEnable an image tag for an application so Gameye preloads it
gameye_get_logsreadFetch session logs
gameye_get_artifactsreadDownload a file or directory from a session container as a tar archive
gameye_create_applicationwrite, dryRunCreate an application
gameye_edit_applicationdestructive, dryRunChange an application; omitted fields stay unchanged
gameye_create_tokenwrite, dryRunCreate an API token and write it to a file
gameye_update_skillsread, or write with applyCompare the installed Gameye skills with the latest pack, and update them with apply: true. See Keeping the skills current

Every tool carries MCP annotations: read tools set readOnlyHint, gameye_stop_session and gameye_edit_application set destructiveHint, and every tool that calls the Gameye API sets openWorldHint.

The tool set covers every operation in the Gameye client API. tests/parity.test.ts checks this against the vendored spec in spec/.

Guardrails

These behave the same on sandbox and production, because sandbox runs live matches for self-serve customers.

  • Dry run. gameye_launch_session, gameye_stop_session, gameye_enable_tag and the application and token tools accept dryRun: true. The tool returns the exact request (method, host, path and body) with the API token masked, and sends nothing.
  • Bounded sessions. A launch without ttl gets a 30m TTL, and the result says the default was applied. Every launch sends the label launched-by: gameye-mcp, replacing any launched-by value the caller passes, so agent-launched sessions can be found with gameye_list_sessions and filter: { "launched-by": "gameye-mcp" }. When a warm pool serves the image and region, the Gameye API ignores request labels (and env and args), so warm-pool sessions do not carry this label.
  • No token in game servers. A launch is refused, with nothing sent, if any env value or name, arg, or label key or value contains this server's Gameye API token. Env values are never shown in results.
  • No token in results. Every tool result, including errors, has this server's API token replaced with ***, in case log output, labels or an error message echo it.
  • Explicit stops. gameye_stop_session stops exactly one session by its exact ID. There is no bulk stop, and empty, wildcard or list IDs are refused.

Keeping the skills current

The Gameye skills change as the Gameye API does. gameye_update_skills reads the latest pack version from the gameye skill on GitHub (Pack version: in skills/gameye/SKILL.md on main) and compares it with what is installed:

  • skills CLI, user-wide: skills recorded in ~/.agents/.skill-lock.json with source gameye/gameye-skills.
  • skills CLI, this project: the same, in skills-lock.json in the server's working directory.
  • Claude Code plugin: gameye@gameye in ~/.claude/plugins/installed_plugins.json.

Without apply it only reports. With apply: true it runs each outdated install's own updater: npx -y skills update <the Gameye skills> -g -y (or -p -y), or claude plugin marketplace update gameye then claude plugin update gameye@gameye. It only updates skills whose lock-file source is gameye/gameye-skills, and it never downloads or follows skill text itself. Each command runs with stdin closed and a 90-second limit. On Windows it prints the commands instead of running them. The running agent session keeps the skills it loaded; the next session uses the update. The gameye skill tells agents to run the check once per conversation and ask before applying.

Telemetry/attribution

Every request to the Gameye API sends User-Agent: gameye-mcp/<version>, plus the MCP client's name once it has connected, e.g. gameye-mcp/0.1.0 (claude-code), so Gameye can count MCP usage. Only this server's version and the client name are sent, nothing else: no token, env values, paths or other data. There is no other telemetry.

Application and token tools

gameye_create_application, gameye_edit_application and gameye_create_token are always registered. What the agent can actually do is set by the token's scopes: they need application:write or token:write, and a token without them gets a 403 naming the missing scope. To keep an agent from changing applications or minting tokens, give it a token without those scopes.

gameye_create_token never returns the new token. It writes the token to the file you name in outputPath and returns only the path, the scopes and the expiry:

  • outputPath must be an absolute path outside any git working tree, so the token can't be committed by accident.
  • An existing file is refused unless you pass overwrite: true. A symlink is always refused.
  • The file is created exclusively with 0600 permissions and without following symlinks. The file is reserved before the token is minted, so a bad path never creates a token.
  • expires_after defaults to 24h. Requested scopes must be a subset of the server token's own scopes.
  • If the file can't be written after the token was minted (for example, the disk is full), no partial file is left behind and the tool returns an error naming the token, saying it was created but the secret is lost, so you can revoke it.

gameye_edit_application sends only the fields you give. regions and ports, when given, replace the whole list.

TLS ports

A port with tls: true has TLS terminated by Gameye on the host. Set it with gameye_create_application: gameye_edit_application doesn't apply tls, and any ports sent through edit are stored with tls=false, so omit ports when editing an application that uses TLS.

Agent skills

To teach your agent how to integrate Gameye (session lifecycle, matchmaking, webhooks and more), install the sister project gameye-skills. The skills use these MCP tools when they are available, and fall back to plain HTTP when they aren't.

Development

See CONTRIBUTING.md.

npm ci
npm test
npx tsc --noEmit -p tsconfig.test.json
npm run build

spec/client.yaml is a snapshot of the public sandbox /openapi.yaml, and spec/overrides.yaml holds the MCP tool name for each operation: the tools: map from gameye-skills' spec/overrides.yaml, reduced by scripts/reduce-overrides.mjs (gameye-skills keeps the full file, which records where the server differs from the spec). Refresh both with npm run sync-spec [path-or-url-to-overrides.yaml]. npm run check-spec exits 1 when either snapshot has drifted.

About Gameye

Gameye is a managed hosting platform for multiplayer game servers. You bring a container image, and Gameye starts a dedicated server for each match through one API.

Security

Please report vulnerabilities privately. See SECURITY.md.

License

MIT © Gameye B.V.

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