Playgama MCP - Publish & Manage HTML5 Games

com.playgama由 playgama.com 發布官方發布者v1.1.0更新於 Oct 24, 2026

Publish HTML5 games in seconds from an AI agent: audience, monetization, analytics.

已驗證Streamable HTTP可網頁執行開發者工具資料與分析商業與電商

概覽

AI 產生的概覽

Playgama 託管的 MCP 伺服器,讓 AI 代理建立、上傳、發布與管理 Playgama 平台上的 HTML5 遊戲,包含封面、排行榜與遙測資料。

可以做什麼
  • 建立與編輯遊戲項目:列出、建立、讀取與更新遊戲表單、分類與送審狀態
  • 上傳建置與封面:發起並確認 zip 壓縮檔與封面欄位上傳,再查詢解包與建置檢查狀態
  • 管理應用程式內購買目錄與排行榜:讀取與整批替換商品目錄,建立與更新排行榜
  • 發布與分享:將建置發布到沙盒、讀取發布結果與分享連結,並為已上線遊戲送出目錄更新
  • 讀取遙測:查看概觀、單一事件、時間序列與工作階段事實檢視
  • 讀取文件與上線指引:Bridge SDK 文件、遊戲要求清單、指南、上線步驟與推薦計畫
適用情境
適合讓代理把本機的 HTML5 遊戲建置一路推進到可玩的 Playgama 沙盒連結,或在不開啟主控台的情況下維護已發布遊戲的表單、建置、排行榜與遙測資料。
執行需求
由 Playgama 託管的遠端 Streamable HTTP 端點,無需安裝。需要已完成的 Playgama 開發者帳號,用戶端首次連線時透過瀏覽器完成 OAuth 2.1 登入。遊戲必須整合 Playgama Bridge SDK(沙盒要求 2.2.0 或更新版本)。
安裝前請注意
寫入類工具標示為破壞性且會改動線上資料:發布會讓建置對大眾可玩,目錄更新不經審核直接推送給所有玩家,整批替換商品目錄會刪除未列出的商品。流量活動與推薦獎勵屬於活動預算而非現金,MCP 不會購買付費流量。已連線的代理只能存取本組織的遊戲,可在主控台撤銷。

安裝

在 SourceWeft 中

  1. 開啟 儀表板中的 Playgama MCP - Publish & Manage HTML5 Games,將其新增到工作區。
  2. 連接 所需的 憑證。它們會被私密儲存,絕不會在公開頁面上展示。
  3. 為需要使用其工具的對話啟用該服務。

Web executable,透過 Streamable HTTP。 遠端服務在工作區中設定後即可從網頁執行環境執行。

交給代理程式安裝

把這段提示詞貼上到 Claude Code、Codex、Cursor 等代理程式,或 SourceWeft 對話中。代理程式會讀取該伺服器的安裝指南,先向你展示發布者、端點和登入方式,經你同意後再把它新增到你的客戶端。金鑰不會寫進任何命令。

閱讀 https://sourceweft.com/mcp/com.playgama%2Fdeveloper-cabinet/install.md,並按其中說明把這個 MCP 伺服器接入我的客戶端。修改任何設定之前,先告訴我它的發布者、端點和登入方式,等我確認。不要把 API 金鑰寫進命令或我會提交的檔案;問我金鑰應從哪裡取得。

檢視代理程式所依據的安裝指南

其他 MCP 客戶端

把它新增到你客戶端的 mcpServers 設定中。 客戶端會在首次連接時完成 OAuth 登入。

{
  "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.
Endpointhttps://developer.playgama.com/api/mcp
TransportStreamable HTTP
AuthenticationOAuth 2.1 — the client discovers it from the endpoint
Connected agentsSee and revoke them at developer.playgama.com/mcp

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

sh
codex mcp add 'playgama-developer-console' --url 'https://developer.playgama.com/api/mcp'

Claude Code

sh
claude mcp add --transport 'http' 'playgama-developer-console' 'https://developer.playgama.com/api/mcp'

Then run /mcp in Claude Code and choose the server to sign in.

Cursor

~/.cursor/mcp.json:

json
{  "mcpServers": {    "playgama-developer-console": {      "type": "http",      "url": "https://developer.playgama.com/api/mcp"    }  }}

VS Code

.vscode/mcp.json:

json
{  "servers": {    "playgama-developer-console": {      "type": "http",      "url": "https://developer.playgama.com/api/mcp"    }  }}

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:

ToolWhat it doesKind
Games
list_applicationsLists your organization's games, newest firstread-only
create_applicationCreates a new game as a draftwrite
get_applicationReads a game's saved form, archives and mediaread-only
update_application_formSaves form fields; fields you leave out keep their valueswrite
get_game_categoriesReads the categories update_application_form takes for category, in priority order, and how to choose one by the core mechanicread-only
get_submission_stateTells whether the game can be submitted to moderation now, and why notread-only
list_moderation_commentsReads the moderation correspondence on a gameread-only
get_launch_stepsReads a game's launch path in order — archive, Bridge SDK, covers, form, sandbox, share, traffic — with the current step and the tools that move each oneread-only
Builds
start_archive_uploadStarts a zip upload and answers a one-hour upload URLwrite
confirm_archive_uploadAdds the uploaded archive to the form and starts unpackingwrite
get_archive_statusReads unpacking progress and the build checkread-only
Covers
start_cover_uploadStarts a cover upload for one slot: square, portrait or landscapewrite
confirm_cover_uploadChecks the image and puts it in its slotwrite
In-app purchases
list_in_app_productsReads the in-app catalog with its checksumread-only
replace_in_app_productsReplaces the whole catalog; products left out are deletedwrite
Leaderboards
list_leaderboardsLists a game's leaderboardsread-only
create_leaderboardAdds a leaderboardwrite
update_leaderboardChanges a leaderboard's name, type or score orderwrite
Testing
get_archive_qa_tool_linkOpens an uploaded build in the Playgama QA Toolread-only
get_local_game_qa_tool_linkOpens a game served from localhost in the QA Toolread-only
Docs
get_bridge_sdk_docsReads the live Playgama Bridge SDK wiki, the whole index or one page; start with the required steps on apiread-only
get_game_checklistReads the live game requirements — every numbered rule a game and its archive must meet — in one callread-only
get_game_guidesReads the live guides — recommendations on layout, controls, sound, saving, monetization and performance — the index or one guideread-only
Game telemetry
get_game_telemetry_guideReads agent-only instructions for instrumenting a game and interpreting telemetryread-only
get_game_telemetry_analyticsReads a compact overview and paginated event inventory for one gameread-only
get_game_telemetry_event_analyticsReads preaggregated fields and bounded value summaries for one event, including performance fieldsread-only
get_game_telemetry_timeseriesReads paginated 30-minute or daily event-volume and sampling-reach trendsread-only
get_game_telemetry_session_factsReads filtered, pseudonymized product-event facts for sequence questionsread-only
Referrals
get_referral_programReads your organization's invitation, eligibility and referral traffic bonusesread-only
apply_referral_codeAccepts a developer-provided invitation before the organization's first sandbox publicationwrite
Sandbox
get_sandbox_stateReads what is live in the sandbox and whether a publish would be acceptedread-only
get_publicationsReads how the latest publication of each destination, the sandbox and the catalog, wentread-only
get_sandbox_shareReads the ready post and share links for the live sandboxread-only
publish_sandboxMakes a build playable by anyone with the link, without moderationwrite
get_sandbox_trafficReads whether traffic can be brought to the sandbox, the package on offer and the runs so farread-only
start_sandbox_trafficStarts a DSP campaign built from the game's covers; use a referral bonusId, or 1–2 public post links for the separate share bonuswrite
Catalog
send_playgama_catalog_updateSends an update of a game already live in the Playgama catalog to all its players, without moderation, on the developer's explicit yeswrite

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

  1. Read get_game_checklist and 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.
  2. start_archive_upload answers uploadUrl and headers.
  3. PUT the zip to uploadUrl with exactly those headers, e.g. curl -T game.zip -H "Content-Type: application/zip" "<uploadUrl>".
  4. confirm_archive_upload, then poll get_archive_status until state.status is no longer CHECKING. Only a PASSED build can be published; on PROBLEM or NOT_CHECKED pass state.message on to the developer word for word and fix the build — publish_sandbox and a submit to moderation both refuse it (get_bridge_sdk_docs has 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. If processing is FAILED, upload a corrected zip.
  5. A sandbox publish also needs all three covers and a complete form. Without them publish_sandbox is refused with COVERS_INCOMPLETE, which names the empty slots in emptySlots, or FORM_INCOMPLETE, which names the fields in details: upload the covers or fill the fields with update_application_form, then publish again.
  6. publish_sandbox answers PENDING: the build is built, then published, as a rule within minutes. Follow the PLAYGAMA_SANDBOX publication in get_publications, waiting its retryAfterSeconds between reads, until it leaves IN_PROGRESS; once it is PUBLISHED, hand out the url from the publish answer. FAILED means 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.

  1. get_submission_state with the build's archiveId and reviewType: AUTO says whether the update would be refused, and why.
  2. 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.
  3. send_playgama_catalog_update takes the build and a required updateNote — what players will notice — and answers PENDING with a releaseId. Follow the PLAYGAMA publication with that releaseId in get_publications until it leaves IN_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_program and is passed to start_sandbox_traffic as bonusId; it needs no social post. Every organization member can share the returned invitation.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_traffic in postUrls; 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_share has 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

MIT

來源:README.md,提交 82433d0

工具

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版本歷史

1
  1. v1.1.0最新Sep 17, 2026

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