Playgama MCP - Publish & Manage HTML5 Games
com.playgamaPublished by playgama.comOfficial publisherv1.1.0Updated Oct 24, 2026
Publish HTML5 games in seconds from an AI agent: audience, monetization, analytics.
Overview
Playgama's hosted MCP server lets an AI agent create, upload, publish and manage HTML5 games on the Playgama platform, including covers, leaderboards and…
- What you can do
- Create and edit game listings: list, create, read and update application forms, categories and submission state
- Upload builds and covers: start and confirm zip archive and cover uploads, then check unpacking and build status
- Manage in-app purchase catalogs and leaderboards: list, replace products, create and update leaderboards
- Publish and share: publish a build to the sandbox, read publication results and share links, and send catalog updates for live games
- Read telemetry: overview, per-event, timeseries and session-fact views for instrumented games
- Read docs and launch guidance: Bridge SDK docs, game checklist, guides, launch steps and referral program
- When to use it
- Use it when you want an agent to take an HTML5 game from a local build to a playable Playgama sandbox link, or to keep an already published game's form, builds, leaderboards and telemetry up to date without switching to the console.
- Requirements
- A remote Streamable HTTP endpoint hosted by Playgama; nothing to install. Requires a completed Playgama developer account and OAuth 2.1 sign-in through the browser when the client first connects. Games must integrate the Playgama Bridge SDK (2.2.0 or newer for the sandbox).
Installation
In SourceWeft
- Open Playgama MCP - Publish & Manage HTML5 Games in the dashboard and add it to a workspace.
- Connect the required credentials. They are stored privately and never shown on public pages.
- Enable the server for the chats that should use its tools.
Web executable via Streamable HTTP. Remote servers run from the web runtime once configured in a workspace.
Use with an agent
Paste this prompt into Claude Code, Codex, Cursor or another agent — or into SourceWeft chat. The agent reads this server's install guide, shows you its publisher, endpoint and sign-in, and adds it to your client once you agree. Keys never go into a command.
Read https://sourceweft.com/mcp/com.playgama%2Fdeveloper-cabinet/install.md and connect the MCP server it describes to my client. Before changing any config, show me its publisher, endpoint and sign-in method and wait for my OK. Never put an API key in a command or in a file I would commit; ask me where it should come from.Other MCP clients
Add this to your client's mcpServers config. The client completes OAuth sign-in on first connect.
{
"mcpServers": {
"playgama-publish-manage-html5-games": {
"type": "http",
"url": "https://developer.playgama.com/api/mcp"
}
}
}README
Playgama Developer Console MCP Server
Publish and manage your HTML5 games on Playgama straight from your AI agent — Codex, Claude Code, Cursor or VS Code. Full guide: Playgama wiki.
The server is hosted by Playgama. There is nothing to install or run and no token to copy — you give your client the endpoint below, sign in to the console in the browser it opens, and allow the connection.
What you get
- Publish in minutes — ask your agent, get a public playable link back.
- Get the audience — the game takes its first players from the Playgama network, and
Playgama DSP can send more the day it goes live (beta). The agent can start that campaign
itself with
start_sandbox_traffic; share the game first and the boost is free. - Start monetization — rewarded, interstitial and banner ads switch on through Playgama Ad once the game clears the session threshold (access by request).
- Improve a game from telemetry — the agent can instrument the game, inspect compact preaggregated event, trend and session views, and use the evidence to find progression or performance problems. Playtime, retention and revenue reports remain in the developer dashboard; payouts start at 100 USD.
You need a Playgama developer account with the sign-up finished. A connected agent reaches the games of your own organization and nothing else. It stays connected while it keeps using the server; revoke it on the same page and it is refused on its next call.
Every game needs the Playgama Bridge SDK
integrated — the sandbox included. If your game does not have it yet, the agent integrates it
before the first upload: get_bridge_sdk_docs serves the docs, starting with their required
steps, and get_game_checklist serves the numbered
Game Requirements every game and its
archive must meet. A build in which the SDK was not detected is not published, and the sandbox takes
Playgama Bridge 2.2.0 or newer only.
Questions: [email protected]
Connect
Every client below opens the browser the first time it connects. Sign in to the console if you are not signed in, check the account and the agent, and allow it.
Codex
Claude Code
Then run /mcp in Claude Code and choose the server to sign in.
Cursor
~/.cursor/mcp.json:
VS Code
.vscode/mcp.json:
Claude Desktop and claude.ai
Settings → Connectors → Add custom connector, with the endpoint
https://developer.playgama.com/api/mcp.
A token in a config from before OAuth
If your config still sends an Authorization header with a pgm_mcp_ token, it keeps working
for now. Remove the header and connect again as above.
Tools
The authoritative list is what the server answers to tools/list. As of version 1.9.0:
Every write tool is annotated destructiveHint: true; clients decide how to use that hint when requesting confirmation.
For a launch workflow, agents start with get_launch_steps and read it again after each step.
A request only to read data does not authorize game changes, publication or a traffic campaign.
Uploading a build
- Read
get_game_checklistand check the game and the zip against each requirement by its number; fix what fails before uploading. The agent reads the requirements and the SDK required steps once already, when it starts work on the game. start_archive_uploadanswersuploadUrlandheaders.- PUT the zip to
uploadUrlwith exactly those headers, e.g.curl -T game.zip -H "Content-Type: application/zip" "<uploadUrl>". confirm_archive_upload, then pollget_archive_statusuntilstate.statusis no longerCHECKING. Only aPASSEDbuild can be published; onPROBLEMorNOT_CHECKEDpassstate.messageon to the developer word for word and fix the build —publish_sandboxand a submit to moderation both refuse it (get_bridge_sdk_docshas the SDK integration docs). The sandbox also refuses a build on a Playgama Bridge older than 2.2.0 (BRIDGE_VERSION_OUTDATED) or one whose version the check could not read (BRIDGE_VERSION_UNKNOWN): update the SDK and upload a new archive. IfprocessingisFAILED, upload a corrected zip.- A sandbox publish also needs all three covers and a complete form. Without them
publish_sandboxis refused withCOVERS_INCOMPLETE, which names the empty slots inemptySlots, orFORM_INCOMPLETE, which names the fields indetails: upload the covers or fill the fields withupdate_application_form, then publish again. publish_sandboxanswersPENDING: the build is built, then published, as a rule within minutes. Follow thePLAYGAMA_SANDBOXpublication inget_publications, waiting itsretryAfterSecondsbetween reads, until it leavesIN_PROGRESS; once it isPUBLISHED, hand out theurlfrom the publish answer.FAILEDmeans the build did not go live. While a publication is in progress, another publish is refused with 409.
Covers work the same way, one slot per call: a PNG or JPEG of exactly 800×800 (square), 1080×1920 (portrait) or 1920×1080 (landscape). All three are required for a sandbox publish and for a submit to moderation.
Updating a game live in the catalog
A game already live in the Playgama catalog can take an update without moderation; a first publication and every other platform still go through moderation, which the developer submits in the console.
get_submission_statewith the build'sarchiveIdandreviewType: AUTOsays whether the update would be refused, and why.- The agent tells the developer the game, the build and that every catalog player gets it with no moderator checking it first, and goes on only on their explicit yes to this update.
send_playgama_catalog_updatetakes the build and a requiredupdateNote— what players will notice — and answersPENDINGwith areleaseId. Follow thePLAYGAMApublication with thatreleaseIdinget_publicationsuntil it leavesIN_PROGRESS:PUBLISHED— the update is live;FAILED— players keep the previous build.
Game telemetry
Before finishing a game, the agent reads get_game_telemetry_guide and adds the relevant product
progression events and performance sample. Telemetry is guidance, never an upload or publication
gate.
After a release has collected traffic, the agent starts with get_game_telemetry_analytics. It
uses get_game_telemetry_event_analytics only for one relevant event or field,
get_game_telemetry_timeseries for event volume or sampling reach over time, and
get_game_telemetry_session_facts for a filtered product-event order question. FPS, frame-time and
stutter summaries for performance_sample come from event analytics. Timeseries points do not
contain those field values, and repetitive core_ping and performance_sample events are
intentionally absent from session facts, so the current views do not support per-session FPS
claims. The tools return dynamic preaggregated JSON, not raw events and not a server-generated
conclusion. The agent inspects the response's schema version, period, freshness, sample size and
pagination, treats missing or null fields as unavailable rather than zero, and requests another
page only when it can change the current conclusion.
The overview event inventory defaults to 50 event types and accepts up to 100. Its
events_page.next_cursor is passed back as eventCursor; agents do not exhaust the inventory
preemptively. The full parameter and response guidance is in the
Tools reference.
Sandbox traffic
Two separate traffic bonuses can start a sandbox campaign:
- A referral bonus comes from
get_referral_programand is passed tostart_sandbox_trafficasbonusId; it needs no social post. Every organization member can share the returnedinvitation.url. Apply only a developer-provided invitation, before the invited organization's first sandbox publication. An accepted invitation grants the invited studio $3 of traffic; its first sandbox publication grants the inviter another $3 of traffic. These are campaign budgets, not cash. - The share bonus follows a post about the game on any platform. The developer publishes the post
and pastes its link to the agent, which passes one to three public HTTPS post links to
start_sandbox_trafficinpostUrls; one is enough. The bonus is once per game, for up to three games per organization over its lifetime. Earlier free launches without sharing do not use this bonus.get_sandbox_sharehas the ready post and share links. Paid traffic is available in the console; MCP does not purchase it.
Limits
- Build archive: up to 300 MB per zip.
- Cover: up to 10 MB per file.
- Sandbox: 15 publications per rolling hour per game; every publication counts, the same build included.
What the server deliberately does not do
These stay human actions in the console:
- submitting a game to moderation;
- deleting anything — leaderboards, or archives and covers from the form;
- rolling a game back to its latest release;
- reading payouts;
- uploading screenshots, videos and other assets.
Beyond the MCP server
The rest of the Playgama stack picks up where this server stops:
- Playgama Bridge SDK — required
in every game you upload (see above), and the same integration carries the game further: one API
for ads, leaderboards, payments and platform SDKs when you publish the same game across platforms.
Open source,
npm i @playgama/bridge. - Playgama Ad — monetizes web games with rewarded, interstitial and banner formats through a single lightweight JS SDK, with gaming-focused demand, Google Ad Manager MCM support and reporting. Access by request.
- Playgama Wrap — turns the same game into a standalone site on your own domain, with hosting, player accounts, in-game purchases, PWA install and indexable SEO pages. Early access.
- Playgama DSP — brings the first players to a freshly published game. Beta.
License
Source: README.md at commit 82433d0
Tools
0Version history
1- v1.1.0LatestSep 17, 2026
Score
85% of the applicable checks met
How complete this listing is, computed from the registry entry, the endpoint and public sources. Not a rating of the server and not a statement that it is safe or working today: reachability is a dated check, and no installs or reviews go into the score.
- Reached in the last 30 daysRequired25 pts
- Auth declaredRequired10 pts
- Tools listed15 pts
Answer tools/list without a credential, or ship a package that starts in a sandbox without one.
- DescriptionRequired15 pts
- Logo10 pts
- Documentation15 pts
- License10 pts