cmpose

io.github.KeremturkerPublished by GitHub account Keremturkerv2.4.4Updated Nov 7, 2026

Generate Compose Multiplatform apps, Unity games and Ktor backends locally from tested templates.

VerifiedSTDIODesktop onlyFiles & StorageDeveloper Tools

Overview

AI-generated overview

Generates Compose Multiplatform apps, Unity mobile games and Kotlin/Ktor backends on your machine from pinned templates.

What you can do
  • Describe generators: list template types, feature flags, defaults, validation limits and theme families for Compose, Unity and Ktor.
  • Generate Compose Multiplatform projects: Android + iOS app with shared module, optional Room, Ktor, theming, ads, purchases and CI.
  • Generate Unity 6 mobile games: 2D or 3D, with save, ads, leaderboards, purchases and theme families.
  • Generate Kotlin/Ktor backends: PostgreSQL, Firebase token verification, uploads, optional sharing, Docker-ready.
When to use it
Use it when you want an assistant to scaffold a new mobile app, Unity game or backend project on disk from a tested template instead of writing boilerplate by hand, and to report the options and warnings for that scaffold.
Requirements
Runs as a local stdio process via npx, requiring Node.js 20+ and git. No account, API key or header is needed. The first call downloads the pinned templates into a cache directory (overridable with CMPOSE_CACHE_DIR), so network access is needed; CMPOSE_BACKEND_TEMPLATE_DIR can point at a local backend template checkout.
Before you install
The generate tools write new project folders to an absolute output directory; they refuse to overwrite a non-empty folder but still create files on disk. Generated projects may contain test ad IDs or placeholder IDs for AdMob, RevenueCat and game services that must be replaced before release. Templates are downloaded from third-party repositories on first use.

Installation

In SourceWeft

  1. Open cmpose in the dashboard and add it to a workspace.
  2. Enable the server for the chats that should use its tools.

Desktop only via STDIO. STDIO servers start a local process, so they need the SourceWeft desktop host.

Other MCP clients

Follow the launch instructions in the repository.

README

@cmpose/mcp

Ask your AI agent for a Compose Multiplatform app and get a real, buildable Android + iOS project on disk, generated locally from a tested template. It also generates Unity mobile games (Android + iOS) and standalone Kotlin/Ktor backends. This is a local stdio MCP server with six tools: cmp_describe, cmp_generate, game_describe, game_generate, backend_describe and backend_generate. It runs on your machine, with no account, no API key and no upload.

"Create a blank Compose Multiplatform app called Habits, package com.acme.habits, in ~/Projects, with Room, light/dark theming and AdMob ads."

Developer guide for generated projects: https://whinstudio.github.io/cmpose/guide.html

Install

Requires Node.js 20+ and git.

Claude Code

claude mcp add -s user cmpose -- npx -y @cmpose/mcp

Claude Desktop, Cursor, Windsurf and other MCP clients (mcpServers config):

json
{  "mcpServers": {    "cmpose": { "command": "npx", "args": ["-y", "@cmpose/mcp"] }  }}

VS Code (.vscode/mcp.json):

json
{  "servers": {    "cmpose": { "type": "stdio", "command": "npx", "args": ["-y", "@cmpose/mcp"] }  }}

What you get

Every project has androidApp, iosApp (Xcode project), a shared module with Koin and Navigation, logging (Kermit), image loading (Coil), in-app review, update check, an About screen, a build-logic with convention plugins, and a README with a release checklist.

  • Template: showcase (home, onboarding and paywall demo screens) or blank (a start screen that lists your modules and a demo of each option you pick).
  • Options for blank: Ktor networking (with an optional in-app network inspector), theming (light/dark/system), multi-language strings, DataStore, Room (KMP, bundled SQLite), RevenueCat purchases with a custom Compose paywall, AdMob ads with UMP/ATT consent, detekt, backend (Ktor server, Firebase sign-in, sharing; blank only; turns on multi-language and networking), insights (Firebase Crashlytics + Analytics; off until you add the Firebase config files).
  • Your own feature modules: up to 3, each with contract/data/domain/presentation layers.
  • CI: an optional GitHub Actions workflow.
  • Your names everywhere: package, bundle id, app name, min SDK and iOS deployment target.

Games (Unity)

"Create a 2D Unity game called SkyHopper, package com.acme.skyhopper, in ~/Projects, blank, with ads and leaderboards"

Every game project is a Unity 6 project (editor 6000.3.25f1, URP) for Android and iOS, with VContainer + UniTask, a uGUI interface, a Boot → Menu → Game scene flow, a settings screen, saving, deep links, and in-app review and update check.

  • Template: showcase (a sample game with every flag on: a 2D runner, or a 3D track with render: "3d") or blank (an empty game with the flags you pick). render is 2d (default) or 3d.
  • Flags for blank: saveSystem, multiLang, network, networkInspector (needs network, added for you), purchases (RevenueCat), ads (AdMob), leaderboards (Google Play Games and Game Center) and insights (Firebase Crashlytics + Analytics; off until you add google-services.json and GoogleService-Info.plist to Assets/Firebase, reported as a warning).
  • Your own feature modules (blank): up to 3.
  • IDs: ids takes your real AdMob (admob), RevenueCat (revenueCat) and Play Games + Game Center (gameServices) IDs, each group with its flag; game_describe lists the fields. A group you leave out keeps the test IDs / placeholders and is reported as a warning.
  • Look (theme): one of the template's style families (bright, neon, pastel, bold, nature, clean; palette, shapes, motion and a font pair), listed by game_describe under themes with what each suits. theme: { family, primary, accent, fontPair }, every field optional: primary and accent (#RRGGBB) recolour the family with their lightness shifted until text and buttons keep their contrast; a colour that still cannot pass keeps the family's and is reported as a warning. Without theme the project gets clean, exactly as the template ships it.
  • Your names everywhere: package (application identifier), company name, app name, min SDK (25 to 36) and iOS deployment target (15.0 to 26.2).

"Create a backend called NotesBackend, service name notes-api, package com.acme.notes, in ~/Projects, with sharing"

Every backend is a Kotlin (JVM 21) Ktor server with PostgreSQL (Exposed, Flyway), Firebase ID tokens verified on the server (no Admin SDK), file uploads, account deletion, one sample feature to copy, a security checklist, a local runner (./gradlew runLocal) and the parts to deploy it as one Docker container behind nginx. sharing adds spaces, roles and invitations.

Tools

  • cmp_describe: the defaults, the options and the rules (name formats, limits, which option needs which). Agents call it first.
  • cmp_generate: creates the project. Required: projectName (letters only, up to 30), appName (up to 30 characters), packageName (e.g. com.acme.habits, up to 50 characters) and an absolute outputDir. Optional: templateType, features (module names up to 20), featuresConfig, minSdk (24 to 36), iosVersion (15.0 to 26.2), ci, templateRef, backendTemplateRef (the backend template tag that server/ comes from; blank with the backend only). It returns the project path, the template version it used, warnings (e.g. test ad IDs to replace) and next steps.
  • game_describe: the Unity game generator's engine and editor version, template types, renders, flags and their dependencies, ID groups, defaults, limits and the pinned template's theme families (themes: default and each family's id, title, suits and fontPairs; the first call downloads the template). Agents call it first.
  • game_generate: creates the game. Required: projectName (1 to 30 letters or digits, starting with a letter), appName (up to 30 characters), packageName (e.g. com.acme.skyhopper, at least 3 segments, up to 50 characters) and an absolute outputDir. Optional: companyName (like projectName; by default the package's second segment, capitalized), templateType, render, flags, features (module names: 1 to 20 lowercase letters or digits, starting with a letter), minSdk (25 to 36), iosVersion (15.0 to 26.2, written as major.minor), ids, theme, templateRef. It never overwrites a non-empty folder. The result names the applied theme (theme) and lists colour fallbacks among the warnings.
  • backend_describe: the backend generator's options, appName rules, the project anatomy and the conventions to follow when adding code (protected routes, the 404 rule, where features go, the security checklist, the quotas, the local runner and the deploy parts). Agents call it first.
  • backend_generate: creates the backend. Required: projectName (letters only, up to 30), appName (the service name: 2 to 31 lowercase letters, digits or -, starting with a letter; not api, health, admin or static), packageName (e.g. com.acme.notes) and an absolute outputDir. Optional: sharing (default false), sample (the sample items feature, default true), templateRef. It never overwrites a non-empty folder. CMPOSE_BACKEND_TEMPLATE_DIR (the absolute path of a backend template checkout) generates from that checkout instead of the pinned tag.

How it works

Generation runs entirely on your machine. The first call downloads the pinned template (whinstudio/cmpose-template) into $XDG_CACHE_HOME/cmpose (else ~/.cache/cmpose; override with CMPOSE_CACHE_DIR), and later calls reuse it. Games come the same way from the pinned game template (whinstudio/cmpose-game-template); Unity never runs during generation. Backends come from the pinned backend template (whinstudio/cmpose-backend-template). Each release pins one tag of each template, so @cmpose/[email protected] always generates the same project.

Source and issues: github.com/whinstudio/cmpose. MIT licensed. The projects you generate are yours.

Source: packages/mcp/README.md at commit 4292a21

Tools

6

cmp_describe

Describe the cmpose generator: template types, featuresConfig flags and defaults, dependency rules, validation limits and the pinned template.

Takes no parameters.

cmp_generate

Generate a Compose Multiplatform (Android + iOS) project on this machine. Call cmp_describe first for the options, defaults and validation rules. Writes <outputDir>/<projectName>; never overwrites an existing non-empty folder.

ParametersciminSdkappNamerequiredfeaturesoutputDirrequirediosVersionpackageNamerequiredprojectNamerequiredtemplateReftemplateTypefeaturesConfigbackendTemplateRef

game_describe

Describe the Unity game generator: engine and editor version, template types, renders, flags and their dependencies, ID groups, defaults, validation limits, the pinned game template and its theme families (themes: default, and each family's id, title, suits and fontPairs).

Takes no parameters.

game_generate

Generate a Unity 6 (Android + iOS) mobile game project on this machine. Call game_describe first for the flags, defaults and validation rules. showcase has every flag on; flags and features apply to blank only. theme picks one of the style families game_describe lists under themes (palette, shapes, motion, fonts; match the family whose suits fits the game) and optionally a fontPair of that family. primary and accent (#RRGGBB) recolour the family: their lightness is shifted until text and buttons keep their contrast, and a colour that still cannot pass falls back to the family default with a warning. Without theme the template default family (clean) is used. Writes <outputDir>/<projectName>; never overwrites an existing non-empty folder.

ParametersidsflagsthememinSdkrenderappNamerequiredfeaturesoutputDirrequirediosVersioncompanyNamepackageNamerequiredprojectNamerequired+2 more

backend_describe

Describe the Kotlin/Ktor backend generator: options, appName rules, the project anatomy, the pinned backend template and the conventions to follow when writing code in a generated backend.

Takes no parameters.

backend_generate

Generate a standalone Kotlin/Ktor backend (Docker-ready) on this machine. Call backend_describe first. Writes <outputDir>/<projectName>; never overwrites an existing non-empty folder.

ParameterssampleappNamerequiredsharingoutputDirrequiredpackageNamerequiredprojectNamerequiredtemplateRef

Version history

33
  1. v2.4.4LatestNov 7, 2026
  2. v2.4.3Nov 6, 2026
  3. v2.4.2Nov 5, 2026
  4. v2.4.1Nov 5, 2026
  5. v2.4.0Nov 5, 2026
  6. v2.3.1Nov 4, 2026
  7. v2.3.0Nov 4, 2026
  8. v2.2.1Nov 3, 2026
  9. v2.2.0Nov 3, 2026
  10. v2.1.0Nov 3, 2026
  11. v1.0.0Nov 1, 2026
  12. v0.8.9Oct 29, 2026
  13. v0.8.5Oct 26, 2026
  14. v0.8.4Oct 22, 2026
  15. v0.8.3Oct 22, 2026
  16. v0.8.2Oct 21, 2026
  17. v0.8.1Oct 21, 2026
  18. v0.7.0Oct 21, 2026
  19. v0.6.1Oct 20, 2026
  20. v0.6.0Oct 20, 2026
  21. v0.5.3Oct 19, 2026
  22. v0.5.2Oct 18, 2026
  23. v0.4.0Oct 17, 2026
  24. v0.3.0Oct 17, 2026
  25. v0.2.8Oct 16, 2026
  26. v0.2.7Oct 16, 2026
  27. v0.2.6Oct 16, 2026
  28. v0.2.4Oct 15, 2026
  29. v0.2.3Oct 15, 2026
  30. v0.2.2Oct 15, 2026
  31. v0.2.1Oct 14, 2026
  32. v0.2.0Oct 14, 2026
  33. v0.1.2Oct 14, 2026

Score

90% 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 days25 pts
  • Auth declared10 pts

    Declare the credential headers in the registry entry, or keep the endpoint answering the probe so its auth can be classified.

  • Tools listedRequired15 pts
  • DescriptionRequired15 pts
  • Logo10 pts
  • Documentation15 pts
  • License10 pts