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Configure cross-platform and web3 games on iDos Games: live config, tokens, AI assets, builds.

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Status
Healthy
Last Tested
Transport
Streamable HTTP · MCP 2025-06-18
URL
Repository
iDos-Games/idosgames-mcp
GitHub Stars
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Available Tools

137 tools
add_kanban_commentAdd card commentInspect

Post a comment on a card. It appears under the publisher's own name, so write as the assistant, not as them. Mentioned people are notified.

ParametersJSON Schema
NameRequiredDescriptionDefault
bodyYesComment text.
card_idYesCard to comment on.
project_idYesBoard the card belongs to.
mention_idsNoPeople to notify, ids from list_kanban_members (optional).
parent_comment_idNoReply to this comment (optional).
begin_build_uploadStart build uploadInspect

Start uploading a READY web build of the game (static files: index.html + assets — e.g. Vite dist/, Unity WebGL) to a Title. Returns build_id, a one-hour upload_url and asset_base. Build the game with asset_base as its base path (or a relative './'), zip the CONTENTS of the output folder so index.html is at the zip root, upload it with curl -T build.zip "<upload_url>" (a plain HTTP PUT of the file, no headers), then call finish_build_upload. Needs a shell to run the upload — a browser-only client cannot upload files. Free: only the storage it takes counts toward the publisher's quota. The build must be the GAME ITSELF, hosted here: on the Title's idosgames.com page the game may embed (iframe) only platform hosts, never another website, so a wrapper that frames the publisher's own site shows "Content unavailable" there instead of the game. Network requests (fetch/WebSocket) from the embedded game reach platform hosts plus the Title's Blockchain.IframeConnectHosts (save_blockchain; wallet-connection hosts are always refused).

ParametersJSON Schema
NameRequiredDescriptionDefault
title_idYesLive TitleID (not the -DEV copy).
create_kanban_cardCreate task cardInspect

Add a card to a column. The server assigns the human key (OPUS-451) — it is in the reply.

ParametersJSON Schema
NameRequiredDescriptionDefault
titleYesCard title — what has to be done.
card_idNoId to give the card (optional). Pass your own to make a retry safe: adding the same id twice is a no-op instead of a duplicate.
due_dateNoDeadline, ISO-8601 like 2026-09-30 (optional).
priorityNoNone | Low | Medium | High | Critical (optional, default Medium).
column_idYesColumn to add to (ids come from get_kanban_board).
project_idYesBoard to add to.
descriptionNoDetails (optional).
create_kanban_columnCreate board columnInspect

Add a column to a board.

ParametersJSON Schema
NameRequiredDescriptionDefault
nameYesColumn name.
colorNoAccent colour, hex (optional).
project_idYesBoard to add the column to.
create_kanban_projectCreate board projectInspect

Create a board. It comes with a default set of columns, so you can add cards right away.

ParametersJSON Schema
NameRequiredDescriptionDefault
nameYesBoard name.
colorNoAccent colour, hex like #3B82F6 (optional).
emojiNoIcon, a single emoji (optional).
descriptionNoWhat this board is for (optional).
delete_kanban_cardDelete task card
Destructive
Inspect

Delete a card. IRREVERSIBLE, and its task key is never reused — ask the publisher before calling this. To take a card off the board without losing it, move it instead.

ParametersJSON Schema
NameRequiredDescriptionDefault
card_idYesCard to delete.
project_idYesBoard the card belongs to.
delete_kanban_columnDelete board column
Destructive
Inspect

Delete a column TOGETHER WITH EVERY CARD IN IT. IRREVERSIBLE — ask the publisher first, and move the cards out with move_kanban_card if they should survive.

ParametersJSON Schema
NameRequiredDescriptionDefault
column_idYesColumn to delete.
project_idYesBoard the column belongs to.
delete_kanban_projectDelete board project
Destructive
Inspect

Delete a whole board with every card, comment and attachment on it. IRREVERSIBLE and there is no undo — ask the publisher first, and prefer archiving via update_kanban_project(archived=true), which is reversible.

ParametersJSON Schema
NameRequiredDescriptionDefault
project_idYesBoard to delete.
estimate_media_costEstimate generation cost
Read-only
Inspect

Estimate what a generation will cost in credits before running it. Read-only and free. exact=true means computed from the model's price list; approximate=true means the vendor names the final sum itself (video and music) and the number is a best guess; both false means there is nothing to estimate from — and zero credits does NOT mean free.

ParametersJSON Schema
NameRequiredDescriptionDefault
textNoThe words to say — speech only, their length drives the price (optional).
tierNoTier to price. Omit to use the default tier of that modality.
paramsNoModel settings, as declared by the vendor for the chosen tier — for example {"aspect_ratio":"16:9","resolution":"720p","duration":"4"}. Call list_ai_tiers to see which keys this tier accepts, their allowed values and defaults. Values are strings. Unknown keys are ignored rather than rejected.
modalityYesWhat is going to be generated: image | video | audio | music | 3d
title_idNoWhich game this is for — a label, optional (see the generate_* tools).
finish_build_uploadFinish build upload
Destructive
Inspect

Finish an upload started with begin_build_upload: unpacks the zip into a new version of the Title (it appears in the dashboard's version history) and waits up to ~100 s. Returns the version with a TestUrl to try it before players see it. deploy=true also puts it live for players on the Title's address and its idosgames.com page. If it is still unpacking when the call returns, poll get_build. Calling it again with the same build_id returns the same version (with deploy=true it deploys a version that is ready).

ParametersJSON Schema
NameRequiredDescriptionDefault
labelNoOptional short name of the version shown in the history ("Added the shop").
deployNotrue = put this version live for players as soon as it is unpacked. Default false: only a test version.
build_idYesbuild_id returned by begin_build_upload.
title_idYesLive TitleID (the same one passed to begin_build_upload).
generate_audioGenerate speech or soundInspect

Generate speech (text-to-speech) for the title. Billed per character. The voice comes from the tier's model unless you pass one in params. Runs as a job: the call waits up to about two minutes and returns the result; if it is not ready by then it returns the generation with status queued/running — poll get_generation with its id.

ParametersJSON Schema
NameRequiredDescriptionDefault
textYesThe words to say out loud. They are read verbatim, so do not put instructions here.
tierNoQuality/price tier, e.g. image-cheap or video-premium. Call list_ai_tiers for the current list. Omit it to use this title's default tier.
modelNoModel name, if you insist on a specific one (optional). ⚠ Setting it cancels the tier COMPLETELY — together with its provider and its settings — so params may stop applying. Prefer `tier`.
paramsNoModel settings, as declared by the vendor for the chosen tier — for example {"aspect_ratio":"16:9","resolution":"720p","duration":"4"}. Call list_ai_tiers to see which keys this tier accepts, their allowed values and defaults. Values are strings. Unknown keys are ignored rather than rejected.
providerNoProvider key, if you insist on one (optional). Cancels the tier the same way.
title_idNoWhich game this is for — a label for the report, optional. Credits are always the publisher's, so leaving it out is normal for assets that belong to no game.
generate_imageGenerate imageInspect

Generate an image (icon, sprite, art) for the title. The result has a CDN URL in Assets — reference that URL from the title config or code. Runs as a job: the call waits up to about two minutes and returns the result; if it is not ready by then it returns the generation with status queued/running — poll get_generation with its id.

ParametersJSON Schema
NameRequiredDescriptionDefault
tierNoQuality/price tier, e.g. image-cheap or video-premium. Call list_ai_tiers for the current list. Omit it to use this title's default tier.
modelNoModel name, if you insist on a specific one (optional). ⚠ Setting it cancels the tier COMPLETELY — together with its provider and its settings — so params may stop applying. Prefer `tier`.
paramsNoModel settings, as declared by the vendor for the chosen tier — for example {"aspect_ratio":"16:9","resolution":"720p","duration":"4"}. Call list_ai_tiers to see which keys this tier accepts, their allowed values and defaults. Values are strings. Unknown keys are ignored rather than rejected.
promptYesWhat to generate.
providerNoProvider key, if you insist on one (optional). Cancels the tier the same way.
title_idNoWhich game this is for — a label for the report, optional. Credits are always the publisher's, so leaving it out is normal for assets that belong to no game.
generate_musicGenerate musicInspect

Generate music (a loop or a short track) for the title. A different vendor path and a different price from generate_audio, which is speech. Runs as a job: the call waits up to about two minutes and returns the result; if it is not ready by then it returns the generation with status queued/running — poll get_generation with its id.

ParametersJSON Schema
NameRequiredDescriptionDefault
tierNoQuality/price tier, e.g. image-cheap or video-premium. Call list_ai_tiers for the current list. Omit it to use this title's default tier.
modelNoModel name, if you insist on a specific one (optional). ⚠ Setting it cancels the tier COMPLETELY — together with its provider and its settings — so params may stop applying. Prefer `tier`.
paramsNoModel settings, as declared by the vendor for the chosen tier — for example {"aspect_ratio":"16:9","resolution":"720p","duration":"4"}. Call list_ai_tiers to see which keys this tier accepts, their allowed values and defaults. Values are strings. Unknown keys are ignored rather than rejected.
promptYesWhat to generate.
providerNoProvider key, if you insist on one (optional). Cancels the tier the same way.
title_idNoWhich game this is for — a label for the report, optional. Credits are always the publisher's, so leaving it out is normal for assets that belong to no game.
generate_textGenerate textInspect

Generate text via AI (copy, item descriptions, dialogue). Runs as a job: the call waits up to about two minutes and returns the generated text; if it is not ready by then it returns the generation with status queued/running — poll get_generation with its id. Credits are the publisher's; title_id is an optional label for the report.

ParametersJSON Schema
NameRequiredDescriptionDefault
modelNoModel override (optional).
promptYesPrompt for the model.
providerNoProvider override, e.g. anthropic (optional).
title_idNoWhich game this text is for — a label for the report, optional. Credits are always the publisher's, so leaving it out is normal for copy that belongs to no game.
max_tokensNoMax output tokens (optional).
temperatureNoSampling temperature (optional).
system_instructionsNoSystem instructions (optional).
generate_three_dGenerate 3D modelInspect

Generate a 3D asset (mesh) for the title. ASYNC: returns a job with an id and status — poll get_three_d for the result.

ParametersJSON Schema
NameRequiredDescriptionDefault
tierNoQuality/price tier, e.g. image-cheap or video-premium. Call list_ai_tiers for the current list. Omit it to use this title's default tier.
modelNoModel name, if you insist on a specific one (optional). ⚠ Setting it cancels the tier COMPLETELY — together with its provider and its settings — so params may stop applying. Prefer `tier`.
paramsNoModel settings, as declared by the vendor for the chosen tier — for example {"aspect_ratio":"16:9","resolution":"720p","duration":"4"}. Call list_ai_tiers to see which keys this tier accepts, their allowed values and defaults. Values are strings. Unknown keys are ignored rather than rejected.
promptNoWhat to generate.
providerNoProvider key, if you insist on one (optional). Cancels the tier the same way.
title_idNoWhich game this is for — a label for the report, optional. Credits are always the publisher's, so leaving it out is normal for assets that belong to no game.
image_urlNoSource image URL — image-to-3d (optional).
model_urlNoSource model URL — texture, remesh, rig (optional).
operationYesWhat to do: text-to-3d | image-to-3d | text-to-texture | remesh | rig.
input_task_idNoPrevious job id — texture, remesh, rig (optional).
generate_videoGenerate videoInspect

Generate a video clip for the title. Duration is the main cost driver, and some models bill a minimum length even when the clip is shorter — estimate first. ASYNC: returns a job with an id and status — poll get_video for the result.

ParametersJSON Schema
NameRequiredDescriptionDefault
tierNoQuality/price tier, e.g. image-cheap or video-premium. Call list_ai_tiers for the current list. Omit it to use this title's default tier.
modelNoModel name, if you insist on a specific one (optional). ⚠ Setting it cancels the tier COMPLETELY — together with its provider and its settings — so params may stop applying. Prefer `tier`.
paramsNoModel settings, as declared by the vendor for the chosen tier — for example {"aspect_ratio":"16:9","resolution":"720p","duration":"4"}. Call list_ai_tiers to see which keys this tier accepts, their allowed values and defaults. Values are strings. Unknown keys are ignored rather than rejected.
promptYesWhat to generate.
providerNoProvider key, if you insist on one (optional). Cancels the tier the same way.
title_idNoWhich game this is for — a label for the report, optional. Credits are always the publisher's, so leaving it out is normal for assets that belong to no game.
get_advertisingGet Advertising settings
Read-only
Inspect

GET ONLY the 'Advertising' field of TitlePublicConfigurationModel. Advertising — logical ad Placements (rewarded video, interstitial, banner, app-open), the mediation Providers that serve them (AppLovin MAX, LevelPlay, ...) with per-platform app IDs and ad unit IDs, per-format settings, frequency capping, premium ad-removal perks, GDPR/ATT consent policy, rewarded-video server-side verification (SSV) and the daily revenue import from the provider's Reporting API. Shared secrets (SSV keys, report keys) are NOT stored here — only the NAME of the TitleSecrets entry that holds them.

ParametersJSON Schema
NameRequiredDescriptionDefault
title_idYesTitleID, для которого читаются данные.
get_aiGet AI settings
Read-only
Inspect

GET ONLY the 'AI' field of TitlePublicConfigurationModel. InApp AI generation features of the title - what a PLAYER can generate at runtime through the engine (text/NPC chat, images, video, speech, music, 3D). Enabled is the master switch; Features maps a stable FeatureKey (no '.' or '$') to one feature: its Modality, a Model = the id of a MODE (Text: an AI Coder mode such as "standard") or a TIER (media: an asset generation tier such as "image-balanced") - list the usable ones, with what the publisher's plan allows, with the dashboard action GetInAppAIModels (Text features that AllowImages need a mode that AcceptsImages), Behavior defaults per modality (no platform caps: MaxTokens is bounded only by what the mode's model can produce), Safety prompt checks, an audience Gate (SegmentGate), a Schedule (ScheduleSpec), per-player Limits (LimitSpec) and the in-game PriceOptions the PLAYER pays (in-game resources and/or ONE store purchase per generation - a Purchase entry in the option's base price; never inside PremiumTiers, never two per option). Each generation is charged to the PUBLISHER's credits by the engine at the model's price; per-title spend caps (in credits) live in the PRIVATE config (InAppAIBudget), not here. Server-only section: never sent to the game client or the CDN.

ParametersJSON Schema
NameRequiredDescriptionDefault
title_idYesTitleID, для которого читаются данные.
get_analyticsGet Analytics settings
Read-only
Inspect

GET ONLY the 'Analytics' field of TitlePublicConfigurationModel. Custom events - Firebase Analytics parity. The game sends its own events (logEvent(name, params, value)); the engine stores them per player per UTC day and the dashboard reports counts, unique players, value sums and breakdowns by platform, app version, OS, device, language, country, new/returning and acquisition source; A/B experiment goals and custom funnel steps can use these events. Enabled is the master switch and defaults to OFF. EventNaming: "Open" (any valid name is accepted and joins the title's event catalog up to the PLAN limit) or "Declared" (only names listed in Events). Events maps an event name (^[A-Za-z][A-Za-z0-9_]{0,39}$; prefixes idos_/firebase_/google_/ga_ are reserved, except the automatic idos_* events) to a display name, description and a Blocked flag. Dimensions registers event parameters as reporting dimensions (like GA4 custom dimensions) - the count is capped by the plan; unregistered parameters are accepted but not stored. RetentionDays is how long per-player event data is kept (default 90, capped by the plan); daily title summaries are kept forever. AutomaticEvents (default on) accepts the SDK's automatic events: idos_first_open, idos_session_start, idos_app_update, idos_os_update, idos_screen_view.

ParametersJSON Schema
NameRequiredDescriptionDefault
title_idYesTitleID, для которого читаются данные.
get_asset_bundleGet Asset Bundle settings
Read-only
Inspect

GET ONLY the 'AssetBundle' field of TitlePublicConfigurationModel. Dictionary<string,string> of named bundle/manifest URLs (Unity AssetBundles, Addressables manifests, etc.). Key is a logical bundle slug, value is its CDN URL. Use this for binary game content; for images alone use ImageData.

ParametersJSON Schema
NameRequiredDescriptionDefault
title_idYesTitleID, для которого читаются данные.
get_attributionGet Attribution settings
Read-only
Inspect

GET ONLY the 'Attribution' field of TitlePublicConfigurationModel. Acquisition attribution — how the engine records WHERE a player came from. The signal (utm_source/medium/campaign/term/content, the ad network's click id, the referrer, the invite code) arrives with the login request and is stored as a chain of touch points on the player: the first touch is immutable, the last touch tracks win-backs, and the chain in between feeds multi-touch models. This section only tunes that recording: how many touches to keep, how long after a touch an identical signal is still considered the same click rather than a new one, and optional aliases that normalise messy source/medium values into canonical ones for analytics. Referral invites are recorded through this same mechanism as a channel, so they show up in the acquisition reports alongside paid traffic.

ParametersJSON Schema
NameRequiredDescriptionDefault
title_idYesTitleID, для которого читаются данные.
get_authenticationGet Authentication settings
Read-only
Inspect

GET ONLY the 'Authentication' field of TitlePublicConfigurationModel. Authentication — which third-party sign-in methods the title offers and the public OAuth client IDs each platform build needs (currently Google: Web / Android / iOS / Desktop client IDs). Contains NO secrets: OAuth client IDs are public by protocol design, and none of the sign-in flows uses a client secret. Device / e-mail / Telegram / SSO logins need no configuration and are absent from this section. The ID-token audience differs per platform (web and Android tokens carry the Web client ID, iOS tokens the iOS client ID), so several IDs are filled at once and the server accepts any of them.

ParametersJSON Schema
NameRequiredDescriptionDefault
title_idYesTitleID, для которого читаются данные.
get_banGet Ban settings
Read-only
Inspect

GET ONLY the 'Ban' field of TitlePublicConfigurationModel. Ban levels and the level ban gates apply to a player. The publisher defines any number of named levels (e.g. "low"/"medium"/"hard") — each with capability checkboxes (BanCapability: block withdrawals, deposits, leaderboards, trading, PvP, chat, social, coop, referral, push, community marketing, crypto convert, purchases) plus an optional BlockLogin flag that shuts the player out of the game entirely and overrides everything else on that level. DefaultLevelID is the level a manual ban applies when the caller does not pick one. Two built-in ids always work even when not listed here: "hard" (blocks login) and "soft" (synthesized from the legacy Soft section below). Use PLAYER-facing tools (SetPlayerBanStatus) to actually ban a player with a level ID from here — this section only defines what each level MEANS.

ParametersJSON Schema
NameRequiredDescriptionDefault
title_idYesTitleID, для которого читаются данные.
get_blockchainGet Blockchain settings
Read-only
Inspect

GET ONLY the 'Blockchain' field of TitlePublicConfigurationModel. On-chain integration config — chain selectors, smart contract addresses, RPC overrides, gas policy, supported networks for Crypto currencies. Built largely from Currency.CryptoCurrencies[].Networks; this is the title-level companion config.

ParametersJSON Schema
NameRequiredDescriptionDefault
title_idYesTitleID, для которого читаются данные.
get_buildGet build
Read-only
Inspect

State of one version of the Title's game: status (Queued, Building, Staged = ready to deploy, Live, Failed), errors, test and live links. Use it to poll finish_build_upload.

ParametersJSON Schema
NameRequiredDescriptionDefault
build_idYesbuild_id of the version.
title_idYesLive TitleID.
get_characterGet Character settings
Read-only
Inspect

GET ONLY the 'Character' field of TitlePublicConfigurationModel. Character/hero catalogue — playable units, NPCs, summons. Defines stats, abilities, evolution/level-up paths, art/asset references. Distinct from Item (generic inventory) — characters typically have progression and abilities. Skins (alternative looks) live per character in Skins.Definitions, and each skin IS a non-stackable, non-expiring Item from the Item section (Skins.Definitions..Item) — create that item first; any system that grants items (Store offers, lootboxes, season, quests, rewards) then grants the skin, and Item.Stats, if set, count toward Power like gear.

ParametersJSON Schema
NameRequiredDescriptionDefault
title_idYesTitleID, для которого читаются данные.
get_chatGet Chat settings
Read-only
Inspect

GET ONLY the 'Chat' field of TitlePublicConfigurationModel. Player chat - the catalog of persistent CHANNELS the title offers (world / announcement / group), plus direct-message settings, moderation rules and polling economics. A channel declares who SEES it (SegmentGate + ScheduleSpec) and who may WRITE to it (a second gate plus LimitSpec anti-spam: slow mode, daily cap); an announcement channel is simply one nobody passes the write gate of. A channel may be PARTITIONED by the player's language or country and sharded by capacity - the partition key is computed by the SERVER (language is validated against this title's Localization locales, country comes from IP), so the set of rooms is bounded by config and never by client input. Type=Group is the extension point for clans: membership comes from an external provider named in GroupSource, and no provider exists yet, so such a channel is currently hidden rather than shown empty. Messages themselves are NOT here - they live in the ChatMessages collection and expire by Retention.HistoryHours; only the hot tail is cached in Redis. Muting a player and reviewing reports are admin actions, not config.

ParametersJSON Schema
NameRequiredDescriptionDefault
title_idYesTitleID, для которого читаются данные.
get_cloud_codeGet Cloud Code settings
Read-only
Inspect

GET ONLY the 'CloudCode' field of TitlePublicConfigurationModel. Server-side scripting (CloudCode): the active JavaScript revision the title runs, plus execution policy — engine limits, rate limits, per-handler metadata, whether logs/stack traces are revealed to clients. Scripts are the ONLY way to write protected player data (UserCustomData ReadOnly/Internal buckets) and mutable title data (TitleCustomData Runtime scope). Prefer the dedicated cloud-code tools over editing this section by hand: they compute the code hash, bump the revision number and archive the previous one.

ParametersJSON Schema
NameRequiredDescriptionDefault
title_idYesTitleID, для которого читаются данные.
get_collectionGet Collection settings
Read-only
Inspect

GET ONLY the 'Collection' field of TitlePublicConfigurationModel. Collection / album / codex definitions — sets of items, cards, characters or achievements players collect. Defines what counts as the collection, completion rewards, and tier/rarity grouping. Use for compendium-style meta content.

ParametersJSON Schema
NameRequiredDescriptionDefault
title_idYesTitleID, для которого читаются данные.
get_community_marketingGet Community Marketing settings
Read-only
Inspect

GET ONLY the 'CommunityMarketing' field of TitlePublicConfigurationModel. Community Marketing - the program that rewards community members for posting about the game on external social platforms (YouTube/TikTok/Instagram). A campaign declares WHO may take part (Participation + SegmentGate), WHEN it runs (ScheduleSpec), WHICH platforms count and at what weight, WHAT the post must contain (hashtags, mention, the creator verification code), and HOW it pays: RateCards give a linear rate per metric (e.g. 60 GOLD per 1000 views, optionally multiplied by a per-submission moderator coefficient), while Milestones give threshold rewards using the shared platform milestone primitive. Spending is bounded by a campaign Budget plus per-submission, per-creator and per-team Caps - all evaluated against what has been PAID, never what has been earned. Providers says where the view/like/comment/share numbers come from per platform (the title's own API key or aggregator key, addressed BY NAME in TitleSecrets - never the value itself), Moderation says what a human reviews, and AntiFraud sets the hold period before earnings mature plus the anomaly thresholds that freeze a suspicious submission. Creators, submissions, metric snapshots, accruals and the payout journal are NOT here - they are operational data in their own collections. The Community Marketing pool bucket is funded by a fee on player crypto withdrawals, configured in the Currency section (CryptoCurrencyDefinition.CommunityMarketingWithdrawalFeePercent), not here.

ParametersJSON Schema
NameRequiredDescriptionDefault
title_idYesTitleID, для которого читаются данные.
get_coop_eventGet Coop Event settings
Read-only
Inspect

GET ONLY the 'CoopEvent' field of TitlePublicConfigurationModel. Cooperative multi-player events — guild raids, server-wide goals, leaderboard tournaments where players contribute together. Distinct from TimedEvent (solo) and Leaderboard (pure ranking). Defines participation rules, shared progress, contribution tracking, and tiered rewards based on collective performance.

ParametersJSON Schema
NameRequiredDescriptionDefault
title_idYesTitleID, для которого читаются данные.
get_craftGet Craft settings
Read-only
Inspect

GET ONLY the 'Craft' field of TitlePublicConfigurationModel. Crafting / recipe system — input resources, output item, success rate, time cost, station/skill prerequisites. Item IDs in inputs/outputs reference the Item catalogue; currency costs reference Currency.

ParametersJSON Schema
NameRequiredDescriptionDefault
title_idYesTitleID, для которого читаются данные.
get_currencyGet Currency settings
Read-only
Inspect

GET ONLY the 'Currency' field of TitlePublicConfigurationModel. Currency catalogue: VirtualCurrencies (Gold, Gems, Energy, etc.) AND CryptoCurrencies (on-chain tokens). Defines IDs, economy (USD value, balance limits), recharge rules for energy-like currencies, conversion rules, and per-currency permissions. The CurrencyID of each entry is referenced by Item prices, Store SKUs, Reward payouts, Quest rewards, Lootbox loot, etc. NOTE: the "Main" CryptoCurrency entry is protected and cannot be overwritten — your changes to that key will be silently ignored.

ParametersJSON Schema
NameRequiredDescriptionDefault
title_idYesTitleID, для которого читаются данные.
get_data_collectionsGet Data Collections settings
Read-only
Inspect

GET ONLY the 'DataCollections' field of TitlePublicConfigurationModel. Data collections - the creator's own data structures, a Firebase/Supabase-like store inside the platform for games, apps and sites. USE A READY PLATFORM MODULE FIRST (currencies, items, store, lootboxes, quests, leaderboards, chat, social, workshop, match, season, tutorial, localization, push, analytics); declare a collection only for what no module provides (guilds, auctions, orders, catalogs, articles, saved levels, feeds, mail) or for extra data attached to module entities. NEVER store currencies or items inside a record: reference them with a Ref field (Kind Item/Currency/User/…) and move value with Economy (Cost/Grant in engine resource format, charged in the same transaction as the write). Collections maps a collection id (letters, digits, '_', '-', ':' up to 64; a front-end module prefixes its namespace, e.g. 'guild-system:guilds') to: Kind (UserOwned: each record belongs to one user; Shared: records used by many users; Temporary: short-lived, mandatory TTL up to 30 days; Log: append-only, read by time); Mode (Strict = only declared fields); Fields (String, Text = searchable by words, Int, Number, Bool, Date, Json, Array with ItemType, Ref with Ref.Kind, File) with Required/Default (JSON literal)/Min/Max/MaxLength/MaxItems/Enum/Unique/Indexed/Visibility (Everyone/Owner/Server)/ClientWritable=false for server-only fields/Immutable; SortKeys (id + 1..4 components, each a scalar field or createdAt/updatedAt, optionally Descending) - every ordered query uses one, and equality filters on its leading components narrow the range; Access with Read/Create/Update/Delete lists of rules OR-ed together (Anyone - Read only, Authenticated, Owner, Members with MembersField = an Array of Ref(User), Role with a role id from Roles, Server); Limits (MaxItemBytes, MaxItemsPerOwner, TtlSeconds); OnOwnerDeleted (Delete/Anonymize/Keep); Counters (Count or Sum, optional GroupBy - maintained atomically, not allowed for expiring records); Integrations (QuestMetricOnCreate/Update/Delete advance quest objectives with Source ServerApi, AnalyticsEventOn*, TriggerOn* run a CloudCode handler asynchronously); Moderation.BlockedTerms; WriteGate (SegmentGate); PublicViews (published to the CDN for anonymous/site reads: SortKey, optional PartitionField, PageSize, MaxItems, PublishItems) and AnonymousSearch. Queries from a game may filter ONLY by Indexed fields and sort ONLY by declared SortKeys - there are no table scans on the shared cluster. Roles lists title user roles; they are assigned only by CloudCode (server.SetUserRoles) and the dashboard. The count of collections, searchable fields, sort keys, record size and storage are capped by the plan. Records themselves are NOT here - they live in the engine's DataCollection* collections; CloudCode reads and writes them with server.GetDataItem/QueryDataItems/CreateDataItem/UpdateDataItem/DeleteDataItem/BatchDataItems/GetDataCounter.

ParametersJSON Schema
NameRequiredDescriptionDefault
title_idYesTitleID, для которого читаются данные.
get_deal_offerGet Deal Offer settings
Read-only
Inspect

GET ONLY the 'DealOffer' field of TitlePublicConfigurationModel. Limited-time offers WITH PROGRESSION — starter packs, comeback bundles, aquarium-style chains, pick-one-of-N. Two axes: a SLOT is a UI position that cycles through its own ordered Queue of offers (its Availability.Schedule decides how: Chained advances per player, Scheduled/Cyclic/AlwaysOn follow the wall clock, Triggered fires on an event), and an OFFER is a graph of nodes. There is no declared graph mode: the shape (single, chain, branching, choice, metered) is whatever Graph.RootNodeIDs, node NextNodeIDs, ChoiceGroupID and UnlockRules describe. Every node declares its own price as a PriceOptions dictionary — resources, crypto, a store product (real money), an AD CREDIT (that is how "watch a video" is expressed; only the server grants credits) or nothing at all, which means free. A node pays out Reward.Grants, moves offer-local Tracks and adds Reward.MilestonePoints to the offer milestone bar. Slots, offers and nodes are decomposed into named blocks (Identity, Availability, Behaviour, Graph, Milestones, Pricing, Reward), each with its own independent preset binding into DealOffer.Presets. Distinct from Store (always-on shop, no progression) and Premium (ongoing paid subscriptions).

ParametersJSON Schema
NameRequiredDescriptionDefault
title_idYesTitleID, для которого читаются данные.
get_experimentGet Experiment settings
Read-only
Inspect

GET ONLY the 'Experiment' field of TitlePublicConfigurationModel. A/B experiments — variant definitions with weighted allocation, audience gate (SegmentGate) and schedule (ScheduleSpec). Players are assigned to a variant by a stable hash; variant Params carry inline config overrides. Used to test config changes against measurable cohorts.

ParametersJSON Schema
NameRequiredDescriptionDefault
title_idYesTitleID, для которого читаются данные.
get_feature_trackingGet Feature Tracking settings
Read-only
Inspect

GET ONLY the 'FeatureTracking' field of TitlePublicConfigurationModel. Feature tracking — which CONCRETE actions are recorded as their own line in the player's FeatureUsage, on top of the default per-module tracking. Entries look like "Character:EquipItems" (module name from the route + the module's action name). Purely an analytics setting: it makes those actions selectable as steps in custom funnels (Analytics → Funnels). Tracking starts when an action is added — there is no data for the past, because the action was not recorded then. Capped at 40 entries: every tracked id becomes a key in the player document, which is read on every request.

ParametersJSON Schema
NameRequiredDescriptionDefault
title_idYesTitleID, для которого читаются данные.
get_game_loopGet Game Loop settings
Read-only
Inspect

GET ONLY the 'GameLoop' field of TitlePublicConfigurationModel. Core gameplay loop configuration — match settings, level pacing, difficulty curves, energy/cooldown gates, retry/continue economy. Use for tuning the moment-to-moment gameplay; not for content (use Item, Character, Collection) and not for meta-progression (use Season).

ParametersJSON Schema
NameRequiredDescriptionDefault
title_idYesTitleID, для которого читаются данные.
get_generationGet generation
Read-only
Inspect

Read a generation by id: its status (queued | running | completed | failed), the CDN URLs in Assets or the text in OutputText when it is done, the error when it failed. Poll it for generations that returned queued/running. Read-only and free.

ParametersJSON Schema
NameRequiredDescriptionDefault
generation_idYesId returned by a generate_* tool.
get_image_dataGet Image Data settings
Read-only
Inspect

GET ONLY the 'ImageData' field of TitlePublicConfigurationModel. Dictionary<string,string> of arbitrary named image asset URLs/paths for the Title — splash screens, banners, icons, loading screens, marketing art. Key is a project-defined slug (e.g. "main_banner", "login_bg"), value is a URL or storage path. For per-currency icons use Currency.VirtualCurrencies[].AssetPaths; for per-item icons use Item; for character art use Character.

ParametersJSON Schema
NameRequiredDescriptionDefault
title_idYesTitleID, для которого читаются данные.
get_itemGet Item settings
Read-only
Inspect

GET ONLY the 'Item' field of TitlePublicConfigurationModel. Item catalogue — every consumable, equipment piece, resource, gear or generic inventory entity the player can own. Defines item IDs, names, categories, stack rules, rarities. Referenced by Store SKUs (as contents), Lootbox loot tables, Quest rewards, Craft recipes, and Reward payouts. For premium-tier bundles use Premium; for character entities use Character.

ParametersJSON Schema
NameRequiredDescriptionDefault
title_idYesTitleID, для которого читаются данные.
get_kanban_boardGet task board
Read-only
Inspect

Read a board: its columns and the cards in them. Cards come back COMPACT — key, title, priority, assignee, due date, labels and counters, without descriptions or checklists. Call get_kanban_card for the full text of one card.

ParametersJSON Schema
NameRequiredDescriptionDefault
project_idYesBoard to read (from list_kanban_projects).
get_kanban_cardGet task card
Read-only
Inspect

Read ONE card in full: description, checklist, links, watchers, estimate and which column it sits in. Address it either by card_id or by its human key like OPUS-451.

ParametersJSON Schema
NameRequiredDescriptionDefault
card_idNoCard id (optional if card_key is given).
card_keyNoHuman key of the task, e.g. OPUS-451 (optional if card_id is given).
project_idYesBoard the card belongs to.
get_kanban_commentsGet card comments
Read-only
Inspect

Read the comment thread of a card, oldest first.

ParametersJSON Schema
NameRequiredDescriptionDefault
limitNoHow many comments (default 100).
card_idYesCard whose thread to read.
project_idYesBoard the card belongs to.
get_leaderboardGet Leaderboard settings
Read-only
Inspect

GET ONLY the 'Leaderboard' field of TitlePublicConfigurationModel. Leaderboard definitions — name, ranking metric (score type), reset cadence (daily/weekly/seasonal/perpetual), tier-based rewards, eligibility rules. Use for pure player-vs-player ranking. For collaborative team goals use CoopEvent.

ParametersJSON Schema
NameRequiredDescriptionDefault
title_idYesTitleID, для которого читаются данные.
get_localizationGet Localization settings
Read-only
Inspect

GET ONLY the 'Localization' field of TitlePublicConfigurationModel. Localization SETTINGS — which locales the title offers, which one is the default (and therefore the fallback), what to render for a missing key, and the store limits. The translation TABLES are deliberately NOT here: they live in the separate TitleLocalization collection (one document per title+locale) and are delivered one file per locale, because text changes far more often than balance and must not invalidate the whole title config. Client resolution is t(x) = own table -> fallback table -> x itself, which is why a title whose DisplayName fields hold literal names keeps working unchanged: a literal is simply a key with no translation. Add or edit translations through the Localization endpoints, not through this section.

ParametersJSON Schema
NameRequiredDescriptionDefault
title_idYesTitleID, для которого читаются данные.
get_localization_keysGet localization keys
Read-only
Inspect

List the title's localization KEYS with their text in the DEFAULT language, plus the configured locales. Call it before writing any user-visible string so you reuse an existing key instead of inventing a second one for the same label. Filter with "prefix" ("shop.", "quest."); long tables are truncated and say so. The client resolves text as t(x) = player's table -> fallback table -> x itself, which is why a plain literal still renders — a literal is simply a key with no translation.

ParametersJSON Schema
NameRequiredDescriptionDefault
prefixNoOptional key prefix filter.
title_idYesTitleID.
get_lootboxGet Lootbox settings
Read-only
Inspect

GET ONLY the 'Lootbox' field of TitlePublicConfigurationModel. Lootbox / gacha definitions — loot tables with weighted entries, pity systems, guaranteed rares, currency to open. Each entry references Item or Currency IDs. For straight (non-random) reward bundles use Reward.

ParametersJSON Schema
NameRequiredDescriptionDefault
title_idYesTitleID, для которого читаются данные.
get_mailboxGet Mailbox settings
Read-only
Inspect

GET ONLY the 'Mailbox' field of TitlePublicConfigurationModel. Mailbox - an in-game mailbox that holds VALUE the player claims (not notifications - those are Push). Enabled is the master switch, default OFF. Capacity (default 100) caps visible letters; on overflow the oldest letters WITHOUT unclaimed rewards are removed. RewardLetterDays (30) / PlainLetterDays (14) are letter lifetimes (an unclaimed reward is lost when it expires), ClaimedRetentionDays (7) keeps claimed letters visible. DefaultLanguage (en) is the text fallback. Templates maps a TemplateID to per-language Texts {Subject, Body with {Param} placeholders}, Category (System/Reward/Gift/Social tab), Icon, Banner, Link {FeatureID+Args to open a game screen, or an https Url}, SenderName, ExpirationDays; keys 'system.*' override built-in letters of modules (system.gift, system.transfer, system.transfer_return, system.leaderboard_reward, system.coop_grand_prize, system.coop_object_reward, system.season_unclaimed, system.referral_reward). Gifts.Social maps a GiftID to a friend gift (Grant of items/virtual currencies minted on claim; optional Cost the sender pays per friend, burned; one per friend per period; the period is IntervalSeconds (default 86400) counted from AnchorUtc (default 2026-01-01 00:00 UTC) like fixed-interval cycles of other systems; SendLimit/ReceiveLimit per period, default 20; SenderGate). Gifts.Transfer lets friends send their OWN resources: AllowedResources whitelist (VirtualCurrency or STACKABLE items; MaxAmountPerGift is a CAP - any amount from 1 up to it, entries separately or together), MaxEntriesPerGift (5), IntervalSeconds/AnchorUtc (same period model), SendLimit/ReceiveLimit per period (5), FeePercent (0-90, withheld from what the friend receives, the fee per entry rounds up) and FeeCost (fixed fee on top); both burn only when the friend claims - a declined or expired transfer returns everything charged, MinFriendshipHours (24, against alt-account funnelling), ExpirationDays (7, then returned to the sender). Integrations {Leaderboard, CoopEvent, Season, Referral} (empty = on) bring unclaimed rewards of those modules to the mailbox. Letters and broadcasts themselves are NOT config: they are sent from the dashboard (player letters, segment broadcasts with a SegmentGate and a schedule) or by CloudCode server.SendMail; letters with rewards require the player-admin plan right.

ParametersJSON Schema
NameRequiredDescriptionDefault
title_idYesTitleID, для которого читаются данные.
get_marketplaceGet Marketplace settings
Read-only
Inspect

GET ONLY the 'Marketplace' field of TitlePublicConfigurationModel. Player-to-player marketplace (v2) — fixed-price listings (price = ResourceBundle), auctions (single-axis bids), buy orders (escrowed payment), and direct trades/gifts. Configures the audience gate, open-window schedule, price composition policy (reusing the same EntryResourceRule whitelist as Match), commission policy (percent/min, burn or ledger sink, per-goods-catalog overrides), item tradability lists, and per-mechanic settings/limits. Distinct from Store (title-sold SKUs) and DealOffer (promotions): here players trade with each other. Everything offered is escrowed at creation; commission is taken at settlement.

ParametersJSON Schema
NameRequiredDescriptionDefault
title_idYesTitleID, для которого читаются данные.
get_matchGet Match settings
Read-only
Inspect

GET ONLY the 'Match' field of TitlePublicConfigurationModel. PvP / match system configuration, grouped by battle mode under InstantBattle. Holds the instant-battle rule catalogue (keyed by RuleID) plus title-wide defaults. Each rule defines wager economy (prize-pool burn) and battle settings: a combat-role → StatID mapping (which Character stat drives HP/Damage/Armor/AttackSpeed/CritChance/CritDamage/Dodge/AllMight), combat params (max rounds, block effect, crit/dodge clamps) and optional per-stat custom formulas. Stat/formula fields reference Character.Stats StatIDs; equipment bonuses (Item) key off the same StatIDs.

ParametersJSON Schema
NameRequiredDescriptionDefault
title_idYesTitleID, для которого читаются данные.
get_multiplayerGet Multiplayer settings
Read-only
Inspect

GET ONLY the 'Multiplayer' field of TitlePublicConfigurationModel. Realtime multiplayer (WebRTC peer-to-peer) - the engine is only the signaling server: it creates rooms, relays WebRTC offer/answer/ICE between room members and optionally relays lobby chat; game traffic then flows directly between players' browsers and never touches the server. The section is ABSENT by default, which means multiplayer is DISABLED: add it (SystemState.Enabled = true) to turn the Multiplayer module on. DefaultTopology: Mesh (everyone connects to everyone, 2-4 players) or Host (star: every player connects to the host, which runs the authoritative game simulation - required by host-authoritative games such as VoxelCraft). MaxPlayersPerRoom is a hard cap (default 8). MemberTimeoutMs is also how long a silent host keeps the host role before another member may take it over. IceServers are PUBLIC: list only STUN servers there; short-lived TURN credentials are issued by the engine to room members on create/join.

ParametersJSON Schema
NameRequiredDescriptionDefault
title_idYesTitleID, для которого читаются данные.
get_my_kanban_tasksGet my tasks
Read-only
Inspect

Cards assigned to a person across all boards, soonest deadline first. Defaults to the publisher who owns this connection — pass assignee_id for a teammate.

ParametersJSON Schema
NameRequiredDescriptionDefault
assignee_idNoWhose tasks (optional). Ids come from list_kanban_members.
include_doneNoInclude cards already in a done column (default false).
get_platform_bridgeGet Platform Bridge settings
Read-only
Inspect

GET ONLY the 'PlatformBridge' field of TitlePublicConfigurationModel. Platform bridge - what the game takes from the player's idosgames.com account and what it lets players show on their public profile. Profile: Off / Default (unset: the platform name and avatar until the player renames themselves in the game) / Always (every platform login overwrites them). Friends: TitleOnly (unset) / TitleAndPlatform (plus mutual follows on idosgames.com whose both sides play this game) / PlatformOnly (only those; in-game friend requests are refused) - applies to EVERY friends-based system: friends list and leaderboard, gifts, attack targets, friends-only Workshop items, recommendations. Notifications: which in-game notifications (Attack, Raid, FriendAdded, WorkshopSale) also reach the idosgames.com notification bell; empty = none. Guests never get platform data; the economy never crosses the bridge; turning the bridge off deletes nothing.

ParametersJSON Schema
NameRequiredDescriptionDefault
title_idYesTitleID, для которого читаются данные.
get_premiumGet Premium settings
Read-only
Inspect

GET ONLY the 'Premium' field of TitlePublicConfigurationModel. Premium offerings catalogue — paid subscriptions, premium passes, real-money bundle skus, supporter tiers. Distinct from Store (regular in-game shop with virtual-currency prices) and from DealOffer (limited-time promotional offers). Use this specifically for monetization tiers / IAP that grant ongoing benefits.

ParametersJSON Schema
NameRequiredDescriptionDefault
title_idYesTitleID, для которого читаются данные.
get_purchaseGet Purchase settings
Read-only
Inspect

GET ONLY the 'Purchase' field of TitlePublicConfigurationModel. Real-money in-app purchases (IAP) for Google Play and the Apple App Store. Product catalogue with per-store SKUs (StoreProductIDs), what each purchase grants (Rewards), subscription products that activate a Premium entitlement, audience gates and purchase limits, plus per-store receipt-verification settings. Distinct from Store (in-game shop paid with virtual currency) and from Premium (which describes the entitlement itself, while this describes how it is sold in the stores). Contains NO secrets: the Google service-account JSON and the App Store Server API key are referenced by TitleSecrets entry name only; the Play licensing public key and Apple root certificates are public by nature and live here.

ParametersJSON Schema
NameRequiredDescriptionDefault
title_idYesTitleID, для которого читаются данные.
get_pushGet Push settings
Read-only
Inspect

GET ONLY the 'Push' field of TitlePublicConfigurationModel. Push notifications - the title's settings for messages delivered to a player who is NOT in the game right now (Web Push in the browser, FCM/APNs on mobile). IsEnabled is the master switch and defaults to DISABLED: notifications spend a real person's attention and require their browser permission, so a title opts in explicitly. MaxSendsPerUserPerDay caps how many a single player receives; MaxSendsPerTitlePerDay caps the title as a whole and is the ONLY ceiling on a broadcast that exists anywhere - the publisher API quota does not see sends at all, because they run in a queue worker rather than in a request pipeline. QuietHoursStart/End suppress sends during the night in the SUBSCRIPTION's locale (the window may cross midnight); waking a person at 3am is the fastest way to lose the browser permission permanently. Mobile holds only the NAMES of TitleSecrets entries for the publisher's Firebase service account and APNs .p8 key, never the credentials. VAPID keys are NOT here and never will be - they are platform-wide environment variables shared by both backends. Subscriptions themselves are not config either: they live in the shared PushEndpoints/PushBindings collections, one row per browser or device plus one row per topic it follows.

ParametersJSON Schema
NameRequiredDescriptionDefault
title_idYesTitleID, для которого читаются данные.
get_questGet Quest settings
Read-only
Inspect

GET ONLY the 'Quest' field of TitlePublicConfigurationModel. Quest / mission / objective definitions — single tasks the player completes for a reward. Includes trigger conditions, progress counters, completion criteria, reward references (use Reward). For grouped quest chains use Season or TimedEvent.

ParametersJSON Schema
NameRequiredDescriptionDefault
title_idYesTitleID, для которого читаются данные.
get_referralGet Referral settings
Read-only
Inspect

GET ONLY the 'Referral' field of TitlePublicConfigurationModel. Referral / invite system configuration — invite codes, attribution rules, milestones (e.g. invite N friends → reward), per-side rewards (inviter + invitee). Reward bundles reference Reward.

ParametersJSON Schema
NameRequiredDescriptionDefault
title_idYesTitleID, для которого читаются данные.
get_rewardGet Reward settings
Read-only
Inspect

GET ONLY the 'Reward' field of TitlePublicConfigurationModel. Reward templates — reusable bundles of currency + items + buffs that can be granted to a player. Referenced by Quest, TimedEvent, CoopEvent, Season, DailyLogin, Referral, etc. Define a reward once here, then reference it everywhere instead of inlining payouts.

ParametersJSON Schema
NameRequiredDescriptionDefault
title_idYesTitleID, для которого читаются данные.
get_seasonGet Season settings
Read-only
Inspect

GET ONLY the 'Season' field of TitlePublicConfigurationModel. Long-form seasonal progression — battle passes, chapters, ladders. Defines a season's start/end window, XP/progress curve, tier rewards (free + premium tracks), and the Premium pass that unlocks paid rewards. For short events use TimedEvent.

ParametersJSON Schema
NameRequiredDescriptionDefault
title_idYesTitleID, для которого читаются данные.
get_socialGet Social settings
Read-only
Inspect

GET ONLY the 'Social' field of TitlePublicConfigurationModel. In-game social layer - comments, following other players and reports, on top of the engine's shared social core (the same collections the platform's own social network uses, scoped to this title). Comments are OFF by default (CommentsEnabled): they are public text written by players, so turn them on only once you are ready to moderate them; CommentableTypes limits which objects accept comments (today only Workshop items). CommentMaxLength / CommentMaxLinks / CommentsPerDay, MaxFollowing / FollowsPerDay and ReportsPerDay are anti-spam ceilings; unset fields mean the platform defaults. Friends and the player's notification inbox (attacks, raids, new friend, Workshop sales and likes) need no configuration and are not here. Likes, favorites, follows, comments and reports themselves are NOT here - they are operational data in the shared Social* collections; reviewing reports and hiding comments are admin actions, not config.

ParametersJSON Schema
NameRequiredDescriptionDefault
title_idYesTitleID, для которого читаются данные.
get_storeGet Store settings
Read-only
Inspect

GET ONLY the 'Store' field of TitlePublicConfigurationModel. In-game shop, built as a tree: Stores -> Layout.Sections -> Slots, plus a flat StoreOffers catalogue. A SLOT is the only address a product can be bought through, and it decides what stands in it: Rotation.Mode is Fixed (a pinned product - an ordinary shelf), Title (everyone sees the same roll) or Player (a personal roll), with a weighted Pool and an optional per-window purchase cap. The refresh window is a ScheduleSpec on the slot. A product not placed in any slot cannot be bought at all. Price is always a PriceOptions dictionary and can be virtual currency, crypto, a store product (real money), an ad credit, or FREE - an unset Cost means free, and a free product must be limited on some axis. Pricing.CompareAt is a struck-through price for display only and never reaches the charge. Identity.Tags and Identity.CustomParams are badges and ribbons the server never interprets. Distinct from Premium (real-money tiered offers) and DealOffer (limited-time promotions with progression).

ParametersJSON Schema
NameRequiredDescriptionDefault
title_idYesTitleID, для которого читаются данные.
get_three_dGet 3D model generation
Read-only
Inspect

Poll a 3D job by id. When it is done the model CDN URL is in Assets.

ParametersJSON Schema
NameRequiredDescriptionDefault
title_idNoWhich game this is for — a label for the report, optional. Credits are always the publisher's, so leaving it out is normal for assets that belong to no game.
three_d_idYesJob id returned by generate_three_d.
get_timed_boostGet Timed Boost settings
Read-only
Inspect

GET ONLY the 'TimedBoost' field of TitlePublicConfigurationModel. Buff / boost definitions with a time component — temporary XP multipliers, drop-rate boosts, energy-cap boosts. Granted via Reward, Store, DealOffer, or events. Define the buff's effect and duration here; granting is done elsewhere.

ParametersJSON Schema
NameRequiredDescriptionDefault
title_idYesTitleID, для которого читаются данные.
get_timed_eventGet Timed Event settings
Read-only
Inspect

GET ONLY the 'TimedEvent' field of TitlePublicConfigurationModel. Solo time-limited events — daily challenges, weekly missions, holiday events, login streaks. Defines event IDs, schedules (start/end/recurrence), objectives, progress tracking, milestone rewards. For multi-player team events use CoopEvent; for long-form battle-pass-style progression use Season.

ParametersJSON Schema
NameRequiredDescriptionDefault
title_idYesTitleID, для которого читаются данные.
get_title_custom_dataGet Title Custom Data settings
Read-only
Inspect

GET ONLY the 'TitleCustomData' field of TitlePublicConfigurationModel. SCHEMA + limits for the title-wide key-value store (feature flags, project-wide globals, event state, balancing knobs that don't fit any typed definition below). This section holds ONLY the key schema — the VALUES live in the TitleCustomData store, one document per title, managed with the dedicated title-data tools (get_title_data / save_title_data). Each key declares a Scope (Static = authored config; Runtime = mutable state written only by CloudCode scripts) and a Bucket (Public = readable by game clients; Private = server/CloudCode only).

ParametersJSON Schema
NameRequiredDescriptionDefault
title_idYesTitleID, для которого читаются данные.
get_title_dataGet title data
Read-only
Inspect

Read the TITLE's key-value data store — values shared by ALL players (event state, global counters, server-side thresholds, feature toggles). Returns two scopes: "Static" (authored configuration, written with save_title_data) and "Runtime" (live state that only CloudCode scripts write), each split into "Public" (readable by game clients) and "Private" (server/CloudCode only). Values are always strings. Per-player data is NOT here — it lives in each player's UserCustomData.

ParametersJSON Schema
NameRequiredDescriptionDefault
title_idYesTitleID, для которого читаются данные.
get_tutorialGet Tutorial settings
Read-only
Inspect

GET ONLY the 'Tutorial' field of TitlePublicConfigurationModel. Tutorial / onboarding definitions — flows (ordered scenarios) built from steps that teach the player a mechanic. A step completes either by client acknowledgement or by a real game event (the same TriggerSource vocabulary as Quest), so "make a roll", "buy something", "open a chest" need no client-side bookkeeping. A step may also PREDETERMINE the outcome of another module (TutorialScriptedOutcome — e.g. force the board dice to land on a Raid tile), which is the only way to demonstrate a mechanic instead of randomness. Flows carry an audience gate (SegmentGate) and a schedule (ScheduleSpec); putting an Experiment condition in that gate is how two tutorial versions are A/B-tested. Gating other content on tutorial progress is done via SegmentGate.Tutorial per entity, or via Settings.Blocking to close whole modules until onboarding is finished.

ParametersJSON Schema
NameRequiredDescriptionDefault
title_idYesTitleID, для которого читаются данные.
get_usageGet Usage settings
Read-only
Inspect

GET ONLY the 'Usage' field of TitlePublicConfigurationModel. Retention policy for the player's activity history (Usage). The engine keeps a rolling window of per-day records and folds everything older into monthly totals, then months of finished years into yearly totals — otherwise the per-day map grows forever inside the hottest document on the platform. WARNING: the fold is IRREVERSIBLE, per-day detail outside the window is gone for good. Do not lower DailyWindowDays below 400 without also lowering the analytics range cap: publisher analytics (DAU/WAU/MAU, retention cohorts, funnels) is computed lazily from those very per-day records, accepts ranges of up to 366 days, and needs 30 extra preceding days per requested day for MAU. Also holds SessionIdleTimeoutMinutes: how many minutes of silence end a session (default 30, the same rule Firebase/GA4 use, so the two reports stay comparable). The session boundary is decided by the SERVER from the player's last activity — the client's IsNewSession flag is not trusted for counting. Leave every field null unless you have a specific reason — the defaults (enabled, 400-day window, 30-minute session gap) are what the analytics horizon was sized against.

ParametersJSON Schema
NameRequiredDescriptionDefault
title_idYesTitleID, для которого читаются данные.
get_user_custom_dataGet User Custom Data settings
Read-only
Inspect

GET ONLY the 'UserCustomData' field of TitlePublicConfigurationModel. Schema for per-player custom data fields — name, type, default value, visibility, whether the client can write it. This is the SCHEMA only; actual per-user values live on the User document. Use this to declare new player-specific stats, flags, or progress counters.

ParametersJSON Schema
NameRequiredDescriptionDefault
title_idYesTitleID, для которого читаются данные.
get_videoGet video generation
Read-only
Inspect

Poll a video job by id. While it runs the status says so; when it is done the CDN URL is in Assets.

ParametersJSON Schema
NameRequiredDescriptionDefault
variantNoVariant to fetch, e.g. 720p (optional).
title_idNoWhich game this is for — a label for the report, optional. Credits are always the publisher's, so leaving it out is normal for assets that belong to no game.
video_idYesJob id returned by generate_video.
content_typeNoDesired content type, e.g. video/mp4 (optional).
get_workshopGet Workshop settings
Read-only
Inspect

GET ONLY the 'Workshop' field of TitlePublicConfigurationModel. Workshop - the catalog of content made by PLAYERS (maps, levels, skins, models, any file the game defines) and by the publisher (official content), and the LICENSES to it. Nothing is transferred: acquiring grants a license to a digital copy, so one publication is acquired by many and the author keeps it (unlike Marketplace, which escrows and moves goods). ContentTypes is the game-specific part: each type id (e.g. 'voxelcraft.world') declares its file roles (AllowedMimeTypes, MaxBytes, MaxCount, Required; the engine checks the uploaded file's signature against the declared type), whether a thumbnail is required, which AccessModes authors may use, an optional per-type PricePolicy, a PublishGate (SegmentGate: who may publish), PublishFeeOptions (PriceOption, Standard part only, never store-paid), a TagVocabulary and per-player limits. An author gives access by ANY of several options: Free, Price (a ResourceBundle validated by PricePolicy; the buyer pays, the author receives it minus Commission, which is burned or credited to the MarketplaceLedger) or Holding (hold N of a currency/item - nothing is charged; Mode WhileHeld re-checks on every download, UnlockOnce checks once and grants a permanent license; HoldingPolicy whitelists usable resources). Moderation: BlockedTerms for titles/descriptions/tags, AutoHideReportThreshold (reports that hide a publication until reviewed), RequireApproval (pre-moderation). Featured lists publisher-curated collections with their own ScheduleSpec and SegmentGate. Publications, licenses, reactions and reports are NOT here - they are operational data in their own collections; files live in a private bucket configured by the engine's WORKSHOP_BUCKET_NAME env var.

ParametersJSON Schema
NameRequiredDescriptionDefault
title_idYesTitleID, для которого читаются данные.
list_ai_tiersList AI tiers
Read-only
Inspect

List the quality/price tiers available on this publisher's plan for every kind of media, and — for each tier — the settings its model accepts: field keys, allowed values, defaults and what they do. That list is the reference for the params argument of the generate_* tools. Read-only and free.

ParametersJSON Schema
NameRequiredDescriptionDefault
title_idNoNot needed — tiers depend on the publisher's plan (optional, ignored).
list_buildsList builds
Read-only
Inspect

Recent versions of the Title's game, newest first — uploaded ones and ones built by the AI Coder — with which one players get now.

ParametersJSON Schema
NameRequiredDescriptionDefault
limitNoHow many versions to return (default 10, max 30).
title_idYesLive TitleID.
list_kanban_membersList board members
Read-only
Inspect

Who can be assigned a card, watch it or be mentioned: the publisher and the teammates with kanban access. Returns ids and emails — use the id for set_kanban_assignee.

ParametersJSON Schema
NameRequiredDescriptionDefault

No parameters

list_kanban_projectsList board projects
Read-only
Inspect

List the publisher's task boards (projects) with their names and progress. Start here: every other kanban tool needs a project_id.

ParametersJSON Schema
NameRequiredDescriptionDefault

No parameters

list_my_titlesList my games
Read-only
Inspect

List the games (Titles) this connection may work with: TitleID, name, publication status and the permissions granted on each — call it first when the user names a game or says "my game", then pass its TitleID as title_id to the other tools. A game's sandbox copy is a separate Title (DevTitleID) with its own permissions (DevAccess); an empty Access means the live game itself is not granted. Filter by name or id with "search"; long lists are paged (skip/limit, HasMore). Read-only; takes no title_id.

ParametersJSON Schema
NameRequiredDescriptionDefault
skipNoHow many games to skip (paging). Default 0.
limitNoPage size, default 50, max 60.
searchNoOptional substring of the game's name or TitleID.
list_title_secretsList title secret names
Read-only
Inspect

List the NAMES of the title's integration variables and secrets, plus the outbound-HTTP allow list. Secret VALUES are never returned by any tool — reference a secret inside a CloudCode script as {{secret:NAME}} in a server.HttpRequest call and the platform substitutes it server-side. Use this to discover which credentials a title already has before writing an integration.

ParametersJSON Schema
NameRequiredDescriptionDefault
title_idYesTitleID, для которого читаются данные.
move_kanban_cardMove task cardInspect

Move a card to another column (or to another position in the same one). Moving it into a done column also completes the task and awards its XP; moving it back out clears the completion mark. The reply says which happened.

ParametersJSON Schema
NameRequiredDescriptionDefault
card_idYesCard to move.
to_indexNoPosition inside that column, 0 = top (default 0).
project_idYesBoard the card belongs to.
to_column_idYesDestination column.
publish_cloud_codePublish CloudCode
Destructive
Inspect

Publish server-side game logic (CloudCode) and make it live. This is the only way to run custom code on the server, and the only way to write protected data: the ReadOnly/Internal buckets of a player's UserCustomData and the Runtime scope of the title's data store. The script is plain JavaScript filling a global 'handlers' object, e.g. handlers.claimDailyBonus = function (args, context) { … }. Inside a handler: log.Info/Warning/Error, context.UserID, and server.* (ReadUserData, GetTitleConfig, GetUserCustomData, SetUserCustomData, DeleteUserCustomData, BatchSetUserCustomData, BatchDeleteUserCustomData, GetPublicUserCustomDataOf, GetTitleCustomData, SetTitleCustomData, IncrementTitleCustomData, DeleteTitleCustomData, BatchSetTitleCustomData, BatchDeleteTitleCustomData, GetIntegrationVariable, HttpRequest) — each returns { Success, Error, Data }. No async/await, no imports; 10 seconds wall-clock per call and a per-execution cap on server.* calls. The only way out to the network is server.HttpRequest({ Method, Url, Headers, Body }) — there is no fetch and no XMLHttpRequest; it reaches only publisher-allow-listed hosts over https, and credentials go in as {{secret:NAME}} placeholders (see list_title_secrets), never as literal values. The code REPLACES the previous revision entirely — read get_cloud_code first and send back the full script. Games call handlers through the SDK's client.cloudCode.execute(name, args).

ParametersJSON Schema
NameRequiredDescriptionDefault
codeYesFull JavaScript source of the revision.
commentNoShort note about what changed.
handlersNoOptional whitelist of callable handlers; anything not listed is rejected by the server.
title_idYesTitleID.
remix_videoRemix videoInspect

Remix an existing video job with new instructions. Starts a new job — poll get_video. ASYNC: returns a job with an id and status — poll get_video for the result.

ParametersJSON Schema
NameRequiredDescriptionDefault
promptYesWhat to change.
title_idNoWhich game this is for — a label for the report, optional. Credits are always the publisher's, so leaving it out is normal for assets that belong to no game.
video_idYesSource job id to remix.
reorder_kanban_columnsReorder board columnsInspect

Set the left-to-right order of the columns. Pass every column id of the board.

ParametersJSON Schema
NameRequiredDescriptionDefault
column_idsYesAll column ids, in the order they should appear.
project_idYesBoard to reorder.
save_advertisingSave Advertising settings
Destructive
Inspect

PARTIAL SAVE: writes ONLY the 'Advertising' field of TitlePublicConfigurationModel; all other v1/v2 fields stay untouched. Advertising — logical ad Placements (rewarded video, interstitial, banner, app-open), the mediation Providers that serve them (AppLovin MAX, LevelPlay, ...) with per-platform app IDs and ad unit IDs, per-format settings, frequency capping, premium ad-removal perks, GDPR/ATT consent policy, rewarded-video server-side verification (SSV) and the daily revenue import from the provider's Reporting API. Shared secrets (SSV keys, report keys) are NOT stored here — only the NAME of the TitleSecrets entry that holds them.

ParametersJSON Schema
NameRequiredDescriptionDefault
valueYesTitle-level advertising configuration: placements, SDK providers, per-format settings, frequency capping, premium ad reductions, consent and rewarded-video server-side verification.
title_idYesTitleID, для которого сохраняются данные.
save_aiSave AI settings
Destructive
Inspect

PARTIAL SAVE: writes ONLY the 'AI' field of TitlePublicConfigurationModel; all other v1/v2 fields stay untouched. InApp AI generation features of the title - what a PLAYER can generate at runtime through the engine (text/NPC chat, images, video, speech, music, 3D). Enabled is the master switch; Features maps a stable FeatureKey (no '.' or '$') to one feature: its Modality, a Model = the id of a MODE (Text: an AI Coder mode such as "standard") or a TIER (media: an asset generation tier such as "image-balanced") - list the usable ones, with what the publisher's plan allows, with the dashboard action GetInAppAIModels (Text features that AllowImages need a mode that AcceptsImages), Behavior defaults per modality (no platform caps: MaxTokens is bounded only by what the mode's model can produce), Safety prompt checks, an audience Gate (SegmentGate), a Schedule (ScheduleSpec), per-player Limits (LimitSpec) and the in-game PriceOptions the PLAYER pays (in-game resources and/or ONE store purchase per generation - a Purchase entry in the option's base price; never inside PremiumTiers, never two per option). Each generation is charged to the PUBLISHER's credits by the engine at the model's price; per-title spend caps (in credits) live in the PRIVATE config (InAppAIBudget), not here. Server-only section: never sent to the game client or the CDN.

ParametersJSON Schema
NameRequiredDescriptionDefault
valueYesInApp AI generation features of the title. Bound to cfg.AI. A PLAYER triggers generation at runtime through the engine; models and prices come from the platform model registry, the provider is OpenRouter (3D: Meshy), keys are platform keys. Each generation is charged to the PUBLISHER's credits at the model's price in the same request; the player additionally pays per feature (PriceOptions: in-game resources and/or one store purchase). Server-only section: never projected to the client config or the CDN.
title_idYesTitleID, для которого сохраняются данные.
save_analyticsSave Analytics settings
Destructive
Inspect

PARTIAL SAVE: writes ONLY the 'Analytics' field of TitlePublicConfigurationModel; all other v1/v2 fields stay untouched. Custom events - Firebase Analytics parity. The game sends its own events (logEvent(name, params, value)); the engine stores them per player per UTC day and the dashboard reports counts, unique players, value sums and breakdowns by platform, app version, OS, device, language, country, new/returning and acquisition source; A/B experiment goals and custom funnel steps can use these events. Enabled is the master switch and defaults to OFF. EventNaming: "Open" (any valid name is accepted and joins the title's event catalog up to the PLAN limit) or "Declared" (only names listed in Events). Events maps an event name (^[A-Za-z][A-Za-z0-9_]{0,39}$; prefixes idos_/firebase_/google_/ga_ are reserved, except the automatic idos_* events) to a display name, description and a Blocked flag. Dimensions registers event parameters as reporting dimensions (like GA4 custom dimensions) - the count is capped by the plan; unregistered parameters are accepted but not stored. RetentionDays is how long per-player event data is kept (default 90, capped by the plan); daily title summaries are kept forever. AutomaticEvents (default on) accepts the SDK's automatic events: idos_first_open, idos_session_start, idos_app_update, idos_os_update, idos_screen_view.

ParametersJSON Schema
NameRequiredDescriptionDefault
valueYesCustom events (Firebase Analytics parity). Everything here is chosen by the publisher within their plan's analytics limits. Absent section or Enabled != true = events are not stored and cost no database access.
title_idYesTitleID, для которого сохраняются данные.
save_asset_bundleSave Asset Bundle settings
Destructive
Inspect

PARTIAL SAVE: writes ONLY the 'AssetBundle' field of TitlePublicConfigurationModel; all other v1/v2 fields stay untouched. Dictionary<string,string> of named bundle/manifest URLs (Unity AssetBundles, Addressables manifests, etc.). Key is a logical bundle slug, value is its CDN URL. Use this for binary game content; for images alone use ImageData.

ParametersJSON Schema
NameRequiredDescriptionDefault
valueYesNew value for the AssetBundle field.
title_idYesTitleID, для которого сохраняются данные.
save_attributionSave Attribution settings
Destructive
Inspect

PARTIAL SAVE: writes ONLY the 'Attribution' field of TitlePublicConfigurationModel; all other v1/v2 fields stay untouched. Acquisition attribution — how the engine records WHERE a player came from. The signal (utm_source/medium/campaign/term/content, the ad network's click id, the referrer, the invite code) arrives with the login request and is stored as a chain of touch points on the player: the first touch is immutable, the last touch tracks win-backs, and the chain in between feeds multi-touch models. This section only tunes that recording: how many touches to keep, how long after a touch an identical signal is still considered the same click rather than a new one, and optional aliases that normalise messy source/medium values into canonical ones for analytics. Referral invites are recorded through this same mechanism as a channel, so they show up in the acquisition reports alongside paid traffic.

ParametersJSON Schema
NameRequiredDescriptionDefault
valueYesNew value for the Attribution field.
title_idYesTitleID, для которого сохраняются данные.
save_authenticationSave Authentication settings
Destructive
Inspect

PARTIAL SAVE: writes ONLY the 'Authentication' field of TitlePublicConfigurationModel; all other v1/v2 fields stay untouched. Authentication — which third-party sign-in methods the title offers and the public OAuth client IDs each platform build needs (currently Google: Web / Android / iOS / Desktop client IDs). Contains NO secrets: OAuth client IDs are public by protocol design, and none of the sign-in flows uses a client secret. Device / e-mail / Telegram / SSO logins need no configuration and are absent from this section. The ID-token audience differs per platform (web and Android tokens carry the Web client ID, iOS tokens the iOS client ID), so several IDs are filled at once and the server accepts any of them.

ParametersJSON Schema
NameRequiredDescriptionDefault
valueYesTitle-level authentication settings: which third-party sign-in methods the title offers and the public OAuth client IDs each platform build needs. Contains NO secrets - OAuth client IDs are public by protocol design. Device / e-mail / Telegram / SSO logins need no configuration and are not listed here.
title_idYesTitleID, для которого сохраняются данные.
save_banSave Ban settings
Destructive
Inspect

PARTIAL SAVE: writes ONLY the 'Ban' field of TitlePublicConfigurationModel; all other v1/v2 fields stay untouched. Ban levels and the level ban gates apply to a player. The publisher defines any number of named levels (e.g. "low"/"medium"/"hard") — each with capability checkboxes (BanCapability: block withdrawals, deposits, leaderboards, trading, PvP, chat, social, coop, referral, push, community marketing, crypto convert, purchases) plus an optional BlockLogin flag that shuts the player out of the game entirely and overrides everything else on that level. DefaultLevelID is the level a manual ban applies when the caller does not pick one. Two built-in ids always work even when not listed here: "hard" (blocks login) and "soft" (synthesized from the legacy Soft section below). Use PLAYER-facing tools (SetPlayerBanStatus) to actually ban a player with a level ID from here — this section only defines what each level MEANS.

ParametersJSON Schema
NameRequiredDescriptionDefault
valueYesNew value for the Ban field.
title_idYesTitleID, для которого сохраняются данные.
save_blockchainSave Blockchain settings
Destructive
Inspect

PARTIAL SAVE: writes ONLY the 'Blockchain' field of TitlePublicConfigurationModel; all other v1/v2 fields stay untouched. On-chain integration config — chain selectors, smart contract addresses, RPC overrides, gas policy, supported networks for Crypto currencies. Built largely from Currency.CryptoCurrencies[].Networks; this is the title-level companion config.

ParametersJSON Schema
NameRequiredDescriptionDefault
valueYesV2 definition of the title's blockchain integration. Contains only public data safe for clients (chain IDs, contracts, feature switches, safety policies). Private data lives in TitlePrivateConfiguration.
title_idYesTitleID, для которого сохраняются данные.
save_characterSave Character settings
Destructive
Inspect

PARTIAL SAVE: writes ONLY the 'Character' field of TitlePublicConfigurationModel; all other v1/v2 fields stay untouched. Character/hero catalogue — playable units, NPCs, summons. Defines stats, abilities, evolution/level-up paths, art/asset references. Distinct from Item (generic inventory) — characters typically have progression and abilities. Skins (alternative looks) live per character in Skins.Definitions, and each skin IS a non-stackable, non-expiring Item from the Item section (Skins.Definitions..Item) — create that item first; any system that grants items (Store offers, lootboxes, season, quests, rewards) then grants the skin, and Item.Stats, if set, count toward Power like gear.

ParametersJSON Schema
NameRequiredDescriptionDefault
valueYesConfiguration of the title's character system: the character catalog. Each entry in Definitions is self-contained (own stats, levels, equipment rules).
title_idYesTitleID, для которого сохраняются данные.
save_chatSave Chat settings
Destructive
Inspect

PARTIAL SAVE: writes ONLY the 'Chat' field of TitlePublicConfigurationModel; all other v1/v2 fields stay untouched. Player chat - the catalog of persistent CHANNELS the title offers (world / announcement / group), plus direct-message settings, moderation rules and polling economics. A channel declares who SEES it (SegmentGate + ScheduleSpec) and who may WRITE to it (a second gate plus LimitSpec anti-spam: slow mode, daily cap); an announcement channel is simply one nobody passes the write gate of. A channel may be PARTITIONED by the player's language or country and sharded by capacity - the partition key is computed by the SERVER (language is validated against this title's Localization locales, country comes from IP), so the set of rooms is bounded by config and never by client input. Type=Group is the extension point for clans: membership comes from an external provider named in GroupSource, and no provider exists yet, so such a channel is currently hidden rather than shown empty. Messages themselves are NOT here - they live in the ChatMessages collection and expire by Retention.HistoryHours; only the hot tail is cached in Redis. Muting a player and reviewing reports are admin actions, not config.

ParametersJSON Schema
NameRequiredDescriptionDefault
valueYesConfiguration of the title's player chat: the catalog of persistent channels (world/announcement/group), direct-message settings, moderation rules and polling economics. Channels are addressed by ChannelID; a channel may be partitioned by the player's language or country and sharded by capacity, and the partition key is computed by the SERVER, never sent by the client. Messages themselves are not here - they live in the ChatMessages collection.
title_idYesTitleID, для которого сохраняются данные.
save_cloud_codeSave Cloud Code settings
Destructive
Inspect

PARTIAL SAVE: writes ONLY the 'CloudCode' field of TitlePublicConfigurationModel; all other v1/v2 fields stay untouched. Server-side scripting (CloudCode): the active JavaScript revision the title runs, plus execution policy — engine limits, rate limits, per-handler metadata, whether logs/stack traces are revealed to clients. Scripts are the ONLY way to write protected player data (UserCustomData ReadOnly/Internal buckets) and mutable title data (TitleCustomData Runtime scope). Prefer the dedicated cloud-code tools over editing this section by hand: they compute the code hash, bump the revision number and archive the previous one.

ParametersJSON Schema
NameRequiredDescriptionDefault
valueYesNew value for the CloudCode field.
title_idYesTitleID, для которого сохраняются данные.
save_collectionSave Collection settings
Destructive
Inspect

PARTIAL SAVE: writes ONLY the 'Collection' field of TitlePublicConfigurationModel; all other v1/v2 fields stay untouched. Collection / album / codex definitions — sets of items, cards, characters or achievements players collect. Defines what counts as the collection, completion rewards, and tier/rarity grouping. Use for compendium-style meta content.

ParametersJSON Schema
NameRequiredDescriptionDefault
valueYesRoot collection-system config for the title. Add to TitlePublicConfigurationModel as: public CollectionDefinitions Collection { get; set; }
title_idYesTitleID, для которого сохраняются данные.
save_community_marketingSave Community Marketing settings
Destructive
Inspect

PARTIAL SAVE: writes ONLY the 'CommunityMarketing' field of TitlePublicConfigurationModel; all other v1/v2 fields stay untouched. Community Marketing - the program that rewards community members for posting about the game on external social platforms (YouTube/TikTok/Instagram). A campaign declares WHO may take part (Participation + SegmentGate), WHEN it runs (ScheduleSpec), WHICH platforms count and at what weight, WHAT the post must contain (hashtags, mention, the creator verification code), and HOW it pays: RateCards give a linear rate per metric (e.g. 60 GOLD per 1000 views, optionally multiplied by a per-submission moderator coefficient), while Milestones give threshold rewards using the shared platform milestone primitive. Spending is bounded by a campaign Budget plus per-submission, per-creator and per-team Caps - all evaluated against what has been PAID, never what has been earned. Providers says where the view/like/comment/share numbers come from per platform (the title's own API key or aggregator key, addressed BY NAME in TitleSecrets - never the value itself), Moderation says what a human reviews, and AntiFraud sets the hold period before earnings mature plus the anomaly thresholds that freeze a suspicious submission. Creators, submissions, metric snapshots, accruals and the payout journal are NOT here - they are operational data in their own collections. The Community Marketing pool bucket is funded by a fee on player crypto withdrawals, configured in the Currency section (CryptoCurrencyDefinition.CommunityMarketingWithdrawalFeePercent), not here.

ParametersJSON Schema
NameRequiredDescriptionDefault
valueYesConfiguration of the title's Community Marketing program: campaigns that reward community members for posting about the game on external social platforms (YouTube/TikTok/Instagram), the payout rules (per-metric rate cards and milestone thresholds), budgets and caps, the moderation policy, the anti-fraud policy and where the view/like/comment/share numbers are pulled from. Submissions, metric snapshots, accruals and the payout journal are NOT here - they are operational data in their own collections. The Community Marketing pool is funded by a fee on player crypto withdrawals, configured in the Currency section (CryptoCurrencyDefinition.CommunityMarketingWithdrawalFeePercent), not here.
title_idYesTitleID, для которого сохраняются данные.
save_coop_eventSave Coop Event settings
Destructive
Inspect

PARTIAL SAVE: writes ONLY the 'CoopEvent' field of TitlePublicConfigurationModel; all other v1/v2 fields stay untouched. Cooperative multi-player events — guild raids, server-wide goals, leaderboard tournaments where players contribute together. Distinct from TimedEvent (solo) and Leaderboard (pure ranking). Defines participation rules, shared progress, contribution tracking, and tiered rewards based on collective performance.

ParametersJSON Schema
NameRequiredDescriptionDefault
valueYesRoot configuration of the title's cooperative events system. Plugs into TitlePublicConfigurationModel as CoopEvent.
title_idYesTitleID, для которого сохраняются данные.
save_craftSave Craft settings
Destructive
Inspect

PARTIAL SAVE: writes ONLY the 'Craft' field of TitlePublicConfigurationModel; all other v1/v2 fields stay untouched. Crafting / recipe system — input resources, output item, success rate, time cost, station/skill prerequisites. Item IDs in inputs/outputs reference the Item catalogue; currency costs reference Currency.

ParametersJSON Schema
NameRequiredDescriptionDefault
valueYesNew value for the Craft field.
title_idYesTitleID, для которого сохраняются данные.
save_currencySave Currency settings
Destructive
Inspect

PARTIAL SAVE: writes ONLY the 'Currency' field of TitlePublicConfigurationModel; all other v1/v2 fields stay untouched. Currency catalogue: VirtualCurrencies (Gold, Gems, Energy, etc.) AND CryptoCurrencies (on-chain tokens). Defines IDs, economy (USD value, balance limits), recharge rules for energy-like currencies, conversion rules, and per-currency permissions. The CurrencyID of each entry is referenced by Item prices, Store SKUs, Reward payouts, Quest rewards, Lootbox loot, etc. NOTE: the "Main" CryptoCurrency entry is protected and cannot be overwritten — your changes to that key will be silently ignored.

ParametersJSON Schema
NameRequiredDescriptionDefault
valueYesNew value for the Currency field.
title_idYesTitleID, для которого сохраняются данные.
save_data_collectionsSave Data Collections settings
Destructive
Inspect

PARTIAL SAVE: writes ONLY the 'DataCollections' field of TitlePublicConfigurationModel; all other v1/v2 fields stay untouched. Data collections - the creator's own data structures, a Firebase/Supabase-like store inside the platform for games, apps and sites. USE A READY PLATFORM MODULE FIRST (currencies, items, store, lootboxes, quests, leaderboards, chat, social, workshop, match, season, tutorial, localization, push, analytics); declare a collection only for what no module provides (guilds, auctions, orders, catalogs, articles, saved levels, feeds, mail) or for extra data attached to module entities. NEVER store currencies or items inside a record: reference them with a Ref field (Kind Item/Currency/User/…) and move value with Economy (Cost/Grant in engine resource format, charged in the same transaction as the write). Collections maps a collection id (letters, digits, '_', '-', ':' up to 64; a front-end module prefixes its namespace, e.g. 'guild-system:guilds') to: Kind (UserOwned: each record belongs to one user; Shared: records used by many users; Temporary: short-lived, mandatory TTL up to 30 days; Log: append-only, read by time); Mode (Strict = only declared fields); Fields (String, Text = searchable by words, Int, Number, Bool, Date, Json, Array with ItemType, Ref with Ref.Kind, File) with Required/Default (JSON literal)/Min/Max/MaxLength/MaxItems/Enum/Unique/Indexed/Visibility (Everyone/Owner/Server)/ClientWritable=false for server-only fields/Immutable; SortKeys (id + 1..4 components, each a scalar field or createdAt/updatedAt, optionally Descending) - every ordered query uses one, and equality filters on its leading components narrow the range; Access with Read/Create/Update/Delete lists of rules OR-ed together (Anyone - Read only, Authenticated, Owner, Members with MembersField = an Array of Ref(User), Role with a role id from Roles, Server); Limits (MaxItemBytes, MaxItemsPerOwner, TtlSeconds); OnOwnerDeleted (Delete/Anonymize/Keep); Counters (Count or Sum, optional GroupBy - maintained atomically, not allowed for expiring records); Integrations (QuestMetricOnCreate/Update/Delete advance quest objectives with Source ServerApi, AnalyticsEventOn*, TriggerOn* run a CloudCode handler asynchronously); Moderation.BlockedTerms; WriteGate (SegmentGate); PublicViews (published to the CDN for anonymous/site reads: SortKey, optional PartitionField, PageSize, MaxItems, PublishItems) and AnonymousSearch. Queries from a game may filter ONLY by Indexed fields and sort ONLY by declared SortKeys - there are no table scans on the shared cluster. Roles lists title user roles; they are assigned only by CloudCode (server.SetUserRoles) and the dashboard. The count of collections, searchable fields, sort keys, record size and storage are capped by the plan. Records themselves are NOT here - they live in the engine's DataCollection* collections; CloudCode reads and writes them with server.GetDataItem/QueryDataItems/CreateDataItem/UpdateDataItem/DeleteDataItem/BatchDataItems/GetDataCounter.

ParametersJSON Schema
NameRequiredDescriptionDefault
valueYesTitle data collections: a Firebase/Supabase-like store inside the platform. The creator declares structures (collections) with typed fields, searchable fields, sort keys, access rules and limits; the platform enforces tenant isolation, access, indexes, limits, deletion and billing. Use a ready platform module first (currency, items, store, quests, leaderboards, chat, workshop…); use collections only for what no module provides, or for extra data attached to module entities. Never store currencies/items in a collection — reference them and move value through the engine economy (Cost/Grant).
title_idYesTitleID, для которого сохраняются данные.
save_deal_offerSave Deal Offer settings
Destructive
Inspect

PARTIAL SAVE: writes ONLY the 'DealOffer' field of TitlePublicConfigurationModel; all other v1/v2 fields stay untouched. Limited-time offers WITH PROGRESSION — starter packs, comeback bundles, aquarium-style chains, pick-one-of-N. Two axes: a SLOT is a UI position that cycles through its own ordered Queue of offers (its Availability.Schedule decides how: Chained advances per player, Scheduled/Cyclic/AlwaysOn follow the wall clock, Triggered fires on an event), and an OFFER is a graph of nodes. There is no declared graph mode: the shape (single, chain, branching, choice, metered) is whatever Graph.RootNodeIDs, node NextNodeIDs, ChoiceGroupID and UnlockRules describe. Every node declares its own price as a PriceOptions dictionary — resources, crypto, a store product (real money), an AD CREDIT (that is how "watch a video" is expressed; only the server grants credits) or nothing at all, which means free. A node pays out Reward.Grants, moves offer-local Tracks and adds Reward.MilestonePoints to the offer milestone bar. Slots, offers and nodes are decomposed into named blocks (Identity, Availability, Behaviour, Graph, Milestones, Pricing, Reward), each with its own independent preset binding into DealOffer.Presets. Distinct from Store (always-on shop, no progression) and Premium (ongoing paid subscriptions).

ParametersJSON Schema
NameRequiredDescriptionDefault
valueYesRoot config of the entire Deal Offers system. Contains the slot list, the offer library and the preset registry.
title_idYesTitleID, для которого сохраняются данные.
save_experimentSave Experiment settings
Destructive
Inspect

PARTIAL SAVE: writes ONLY the 'Experiment' field of TitlePublicConfigurationModel; all other v1/v2 fields stay untouched. A/B experiments — variant definitions with weighted allocation, audience gate (SegmentGate) and schedule (ScheduleSpec). Players are assigned to a variant by a stable hash; variant Params carry inline config overrides. Used to test config changes against measurable cohorts.

ParametersJSON Schema
NameRequiredDescriptionDefault
valueYesRoot block of the A/B experiment system. An experiment = who (Gate: SegmentGate) + when (Schedule: ScheduleSpec) + a random sticky split into variants. Variant assignment is deterministic by a STABLE hash (ExperimentAssigner), NOT SecureRandom, so it is reproducible and stable across sessions. Consumed as a SegmentGate.Experiment condition, so A/B works in every module already using SegmentGate.
title_idYesTitleID, для которого сохраняются данные.
save_feature_trackingSave Feature Tracking settings
Destructive
Inspect

PARTIAL SAVE: writes ONLY the 'FeatureTracking' field of TitlePublicConfigurationModel; all other v1/v2 fields stay untouched. Feature tracking — which CONCRETE actions are recorded as their own line in the player's FeatureUsage, on top of the default per-module tracking. Entries look like "Character:EquipItems" (module name from the route + the module's action name). Purely an analytics setting: it makes those actions selectable as steps in custom funnels (Analytics → Funnels). Tracking starts when an action is added — there is no data for the past, because the action was not recorded then. Capped at 40 entries: every tracked id becomes a key in the player document, which is read on every request.

ParametersJSON Schema
NameRequiredDescriptionDefault
valueYesNew value for the FeatureTracking field.
title_idYesTitleID, для которого сохраняются данные.
save_game_loopSave Game Loop settings
Destructive
Inspect

PARTIAL SAVE: writes ONLY the 'GameLoop' field of TitlePublicConfigurationModel; all other v1/v2 fields stay untouched. Core gameplay loop configuration — match settings, level pacing, difficulty curves, energy/cooldown gates, retry/continue economy. Use for tuning the moment-to-moment gameplay; not for content (use Item, Character, Collection) and not for meta-progression (use Season).

ParametersJSON Schema
NameRequiredDescriptionDefault
valueYesRoot config of the Core Loop system in TitlePublicConfigurationModel.GameLoop. Holds the nested board configuration.
title_idYesTitleID, для которого сохраняются данные.
save_image_dataSave Image Data settings
Destructive
Inspect

PARTIAL SAVE: writes ONLY the 'ImageData' field of TitlePublicConfigurationModel; all other v1/v2 fields stay untouched. Dictionary<string,string> of arbitrary named image asset URLs/paths for the Title — splash screens, banners, icons, loading screens, marketing art. Key is a project-defined slug (e.g. "main_banner", "login_bg"), value is a URL or storage path. For per-currency icons use Currency.VirtualCurrencies[].AssetPaths; for per-item icons use Item; for character art use Character.

ParametersJSON Schema
NameRequiredDescriptionDefault
valueYesNew value for the ImageData field.
title_idYesTitleID, для которого сохраняются данные.
save_itemSave Item settings
Destructive
Inspect

PARTIAL SAVE: writes ONLY the 'Item' field of TitlePublicConfigurationModel; all other v1/v2 fields stay untouched. Item catalogue — every consumable, equipment piece, resource, gear or generic inventory entity the player can own. Defines item IDs, names, categories, stack rules, rarities. Referenced by Store SKUs (as contents), Lootbox loot tables, Quest rewards, Craft recipes, and Reward payouts. For premium-tier bundles use Premium; for character entities use Character.

ParametersJSON Schema
NameRequiredDescriptionDefault
valueYesRoot container for all item catalogs of a title. Source of truth for every ItemID used in the game.
title_idYesTitleID, для которого сохраняются данные.
save_leaderboardSave Leaderboard settings
Destructive
Inspect

PARTIAL SAVE: writes ONLY the 'Leaderboard' field of TitlePublicConfigurationModel; all other v1/v2 fields stay untouched. Leaderboard definitions — name, ranking metric (score type), reset cadence (daily/weekly/seasonal/perpetual), tier-based rewards, eligibility rules. Use for pure player-vs-player ranking. For collaborative team goals use CoopEvent.

ParametersJSON Schema
NameRequiredDescriptionDefault
valueYesNew value for the Leaderboard field.
title_idYesTitleID, для которого сохраняются данные.
save_localizationSave Localization settings
Destructive
Inspect

PARTIAL SAVE: writes ONLY the 'Localization' field of TitlePublicConfigurationModel; all other v1/v2 fields stay untouched. Localization SETTINGS — which locales the title offers, which one is the default (and therefore the fallback), what to render for a missing key, and the store limits. The translation TABLES are deliberately NOT here: they live in the separate TitleLocalization collection (one document per title+locale) and are delivered one file per locale, because text changes far more often than balance and must not invalidate the whole title config. Client resolution is t(x) = own table -> fallback table -> x itself, which is why a title whose DisplayName fields hold literal names keeps working unchanged: a literal is simply a key with no translation. Add or edit translations through the Localization endpoints, not through this section.

ParametersJSON Schema
NameRequiredDescriptionDefault
valueYesLocalization settings of the title. The translation TABLES are not stored here: they live in the separate TitleLocalization collection (one document per title+locale) and are delivered one file per locale. This section only declares which locales exist, which one is the fallback, and the store limits.
title_idYesTitleID, для которого сохраняются данные.
save_localization_keysSave localization keys
Destructive
Inspect

Create or update localization keys in the title's DEFAULT language. PARTIAL: only the keys you send are written, the rest of the table is untouched — people translate the same table, and replacing it wholesale would erase their work. Write ONLY the default language: other locales are filled by translators or by the dashboard's machine translation, and a string that exists only in a target language never appears in the coverage report. Keys are free-form; a dotted namespace ("shop.button.buy") keeps a large table readable.

ParametersJSON Schema
NameRequiredDescriptionDefault
keysYesObject of localization key → text in the DEFAULT language. Only these keys are written.
title_idYesTitleID.
save_lootboxSave Lootbox settings
Destructive
Inspect

PARTIAL SAVE: writes ONLY the 'Lootbox' field of TitlePublicConfigurationModel; all other v1/v2 fields stay untouched. Lootbox / gacha definitions — loot tables with weighted entries, pity systems, guaranteed rares, currency to open. Each entry references Item or Currency IDs. For straight (non-random) reward bundles use Reward.

ParametersJSON Schema
NameRequiredDescriptionDefault
valueYesNew value for the Lootbox field.
title_idYesTitleID, для которого сохраняются данные.
save_mailboxSave Mailbox settings
Destructive
Inspect

PARTIAL SAVE: writes ONLY the 'Mailbox' field of TitlePublicConfigurationModel; all other v1/v2 fields stay untouched. Mailbox - an in-game mailbox that holds VALUE the player claims (not notifications - those are Push). Enabled is the master switch, default OFF. Capacity (default 100) caps visible letters; on overflow the oldest letters WITHOUT unclaimed rewards are removed. RewardLetterDays (30) / PlainLetterDays (14) are letter lifetimes (an unclaimed reward is lost when it expires), ClaimedRetentionDays (7) keeps claimed letters visible. DefaultLanguage (en) is the text fallback. Templates maps a TemplateID to per-language Texts {Subject, Body with {Param} placeholders}, Category (System/Reward/Gift/Social tab), Icon, Banner, Link {FeatureID+Args to open a game screen, or an https Url}, SenderName, ExpirationDays; keys 'system.*' override built-in letters of modules (system.gift, system.transfer, system.transfer_return, system.leaderboard_reward, system.coop_grand_prize, system.coop_object_reward, system.season_unclaimed, system.referral_reward). Gifts.Social maps a GiftID to a friend gift (Grant of items/virtual currencies minted on claim; optional Cost the sender pays per friend, burned; one per friend per period; the period is IntervalSeconds (default 86400) counted from AnchorUtc (default 2026-01-01 00:00 UTC) like fixed-interval cycles of other systems; SendLimit/ReceiveLimit per period, default 20; SenderGate). Gifts.Transfer lets friends send their OWN resources: AllowedResources whitelist (VirtualCurrency or STACKABLE items; MaxAmountPerGift is a CAP - any amount from 1 up to it, entries separately or together), MaxEntriesPerGift (5), IntervalSeconds/AnchorUtc (same period model), SendLimit/ReceiveLimit per period (5), FeePercent (0-90, withheld from what the friend receives, the fee per entry rounds up) and FeeCost (fixed fee on top); both burn only when the friend claims - a declined or expired transfer returns everything charged, MinFriendshipHours (24, against alt-account funnelling), ExpirationDays (7, then returned to the sender). Integrations {Leaderboard, CoopEvent, Season, Referral} (empty = on) bring unclaimed rewards of those modules to the mailbox. Letters and broadcasts themselves are NOT config: they are sent from the dashboard (player letters, segment broadcasts with a SegmentGate and a schedule) or by CloudCode server.SendMail; letters with rewards require the player-admin plan right.

ParametersJSON Schema
NameRequiredDescriptionDefault
valueYesTitle mailbox: letters with rewards, publisher broadcasts, friend gifts and unclaimed rewards of other modules. An in-game mailbox that holds VALUE the player claims — not notifications (those are Push) and not the social activity inbox.
title_idYesTitleID, для которого сохраняются данные.
save_marketplaceSave Marketplace settings
Destructive
Inspect

PARTIAL SAVE: writes ONLY the 'Marketplace' field of TitlePublicConfigurationModel; all other v1/v2 fields stay untouched. Player-to-player marketplace (v2) — fixed-price listings (price = ResourceBundle), auctions (single-axis bids), buy orders (escrowed payment), and direct trades/gifts. Configures the audience gate, open-window schedule, price composition policy (reusing the same EntryResourceRule whitelist as Match), commission policy (percent/min, burn or ledger sink, per-goods-catalog overrides), item tradability lists, and per-mechanic settings/limits. Distinct from Store (title-sold SKUs) and DealOffer (promotions): here players trade with each other. Everything offered is escrowed at creation; commission is taken at settlement.

ParametersJSON Schema
NameRequiredDescriptionDefault
valueYesTitle marketplace (v2) configuration. P2P trading on the atomic ResourceService stack: fixed-price listings (price = ResourceBundle), auctions (single-axis bids), buy orders (escrowed payment), direct trades/gifts. Everything offered is escrowed into the offer document at creation. Commission is taken at settlement (burned or credited to the title ledger). Escrow/refund claims are never gated by Gate/Schedule.
title_idYesTitleID, для которого сохраняются данные.
save_matchSave Match settings
Destructive
Inspect

PARTIAL SAVE: writes ONLY the 'Match' field of TitlePublicConfigurationModel; all other v1/v2 fields stay untouched. PvP / match system configuration, grouped by battle mode under InstantBattle. Holds the instant-battle rule catalogue (keyed by RuleID) plus title-wide defaults. Each rule defines wager economy (prize-pool burn) and battle settings: a combat-role → StatID mapping (which Character stat drives HP/Damage/Armor/AttackSpeed/CritChance/CritDamage/Dodge/AllMight), combat params (max rounds, block effect, crit/dodge clamps) and optional per-stat custom formulas. Stat/formula fields reference Character.Stats StatIDs; equipment bonuses (Item) key off the same StatIDs.

ParametersJSON Schema
NameRequiredDescriptionDefault
valueYesConfiguration of the title's PvP (Match) system. Grouped by battle mode: InstantBattle is the instant-battle container (rule catalog + title-wide defaults). Future match modes (tournament, async turn-based) are added here as sibling containers. Fully optional — absent config falls back to engine defaults (InstantBattle1v1 rule + DefaultData stat mapping), preserving legacy behavior.
title_idYesTitleID, для которого сохраняются данные.
save_multiplayerSave Multiplayer settings
Destructive
Inspect

PARTIAL SAVE: writes ONLY the 'Multiplayer' field of TitlePublicConfigurationModel; all other v1/v2 fields stay untouched. Realtime multiplayer (WebRTC peer-to-peer) - the engine is only the signaling server: it creates rooms, relays WebRTC offer/answer/ICE between room members and optionally relays lobby chat; game traffic then flows directly between players' browsers and never touches the server. The section is ABSENT by default, which means multiplayer is DISABLED: add it (SystemState.Enabled = true) to turn the Multiplayer module on. DefaultTopology: Mesh (everyone connects to everyone, 2-4 players) or Host (star: every player connects to the host, which runs the authoritative game simulation - required by host-authoritative games such as VoxelCraft). MaxPlayersPerRoom is a hard cap (default 8). MemberTimeoutMs is also how long a silent host keeps the host role before another member may take it over. IceServers are PUBLIC: list only STUN servers there; short-lived TURN credentials are issued by the engine to room members on create/join.

ParametersJSON Schema
NameRequiredDescriptionDefault
valueYesV2 definition of the title's realtime multiplayer (WebRTC signaling). Public-only data: feature switch, topology/chat defaults, limits, ICE servers.
title_idYesTitleID, для которого сохраняются данные.
save_platform_bridgeSave Platform Bridge settings
Destructive
Inspect

PARTIAL SAVE: writes ONLY the 'PlatformBridge' field of TitlePublicConfigurationModel; all other v1/v2 fields stay untouched. Platform bridge - what the game takes from the player's idosgames.com account and what it lets players show on their public profile. Profile: Off / Default (unset: the platform name and avatar until the player renames themselves in the game) / Always (every platform login overwrites them). Friends: TitleOnly (unset) / TitleAndPlatform (plus mutual follows on idosgames.com whose both sides play this game) / PlatformOnly (only those; in-game friend requests are refused) - applies to EVERY friends-based system: friends list and leaderboard, gifts, attack targets, friends-only Workshop items, recommendations. Notifications: which in-game notifications (Attack, Raid, FriendAdded, WorkshopSale) also reach the idosgames.com notification bell; empty = none. Guests never get platform data; the economy never crosses the bridge; turning the bridge off deletes nothing.

ParametersJSON Schema
NameRequiredDescriptionDefault
valueYesPlatform bridge: what the game takes from the player's idosgames.com account and what it lets the player show on their public profile. Everything is off by default except the profile. What the PLAYER shares about themselves on the platform (the Played and Workshop tabs of their profile) is not the publisher's decision and is not configured here. Guests (no platform account) never get platform data. The economy never crosses the bridge.
title_idYesTitleID, для которого сохраняются данные.
save_premiumSave Premium settings
Destructive
Inspect

PARTIAL SAVE: writes ONLY the 'Premium' field of TitlePublicConfigurationModel; all other v1/v2 fields stay untouched. Premium offerings catalogue — paid subscriptions, premium passes, real-money bundle skus, supporter tiers. Distinct from Store (regular in-game shop with virtual-currency prices) and from DealOffer (limited-time promotional offers). Use this specifically for monetization tiers / IAP that grant ongoing benefits.

ParametersJSON Schema
NameRequiredDescriptionDefault
valueYesRoot container of premium subscriptions / premium passes for the title. Holds a dictionary of definitions keyed by PremiumID. Distinct from Store (in-game shop with virtual-currency prices) and from DealOffer (time-limited promotions).
title_idYesTitleID, для которого сохраняются данные.
save_purchaseSave Purchase settings
Destructive
Inspect

PARTIAL SAVE: writes ONLY the 'Purchase' field of TitlePublicConfigurationModel; all other v1/v2 fields stay untouched. Real-money in-app purchases (IAP) for Google Play and the Apple App Store. Product catalogue with per-store SKUs (StoreProductIDs), what each purchase grants (Rewards), subscription products that activate a Premium entitlement, audience gates and purchase limits, plus per-store receipt-verification settings. Distinct from Store (in-game shop paid with virtual currency) and from Premium (which describes the entitlement itself, while this describes how it is sold in the stores). Contains NO secrets: the Google service-account JSON and the App Store Server API key are referenced by TitleSecrets entry name only; the Play licensing public key and Apple root certificates are public by nature and live here.

ParametersJSON Schema
NameRequiredDescriptionDefault
valueYesReal-money in-app purchase (IAP) configuration for Google Play and Apple App Store. Product catalog (what the player buys and receives) is separated from per-store settings (how a receipt is verified). One product can be sold in both stores under different SKUs via StoreProductIDs.
title_idYesTitleID, для которого сохраняются данные.
save_pushSave Push settings
Destructive
Inspect

PARTIAL SAVE: writes ONLY the 'Push' field of TitlePublicConfigurationModel; all other v1/v2 fields stay untouched. Push notifications - the title's settings for messages delivered to a player who is NOT in the game right now (Web Push in the browser, FCM/APNs on mobile). IsEnabled is the master switch and defaults to DISABLED: notifications spend a real person's attention and require their browser permission, so a title opts in explicitly. MaxSendsPerUserPerDay caps how many a single player receives; MaxSendsPerTitlePerDay caps the title as a whole and is the ONLY ceiling on a broadcast that exists anywhere - the publisher API quota does not see sends at all, because they run in a queue worker rather than in a request pipeline. QuietHoursStart/End suppress sends during the night in the SUBSCRIPTION's locale (the window may cross midnight); waking a person at 3am is the fastest way to lose the browser permission permanently. Mobile holds only the NAMES of TitleSecrets entries for the publisher's Firebase service account and APNs .p8 key, never the credentials. VAPID keys are NOT here and never will be - they are platform-wide environment variables shared by both backends. Subscriptions themselves are not config either: they live in the shared PushEndpoints/PushBindings collections, one row per browser or device plus one row per topic it follows.

ParametersJSON Schema
NameRequiredDescriptionDefault
valueYesPush notification settings for the title: the master switch, per-player and per-title send ceilings, quiet hours, and the NAMES of the publisher's mobile credentials in TitleSecrets. VAPID keys are NOT here - they are platform-wide environment variables. Subscriptions themselves live in the shared PushEndpoints/PushBindings collections, not in the config.
title_idYesTitleID, для которого сохраняются данные.
save_questSave Quest settings
Destructive
Inspect

PARTIAL SAVE: writes ONLY the 'Quest' field of TitlePublicConfigurationModel; all other v1/v2 fields stay untouched. Quest / mission / objective definitions — single tasks the player completes for a reward. Includes trigger conditions, progress counters, completion criteria, reward references (use Reward). For grouped quest chains use Season or TimedEvent.

ParametersJSON Schema
NameRequiredDescriptionDefault
valueYesRoot block of the quest system in the title config.
title_idYesTitleID, для которого сохраняются данные.
save_referralSave Referral settings
Destructive
Inspect

PARTIAL SAVE: writes ONLY the 'Referral' field of TitlePublicConfigurationModel; all other v1/v2 fields stay untouched. Referral / invite system configuration — invite codes, attribution rules, milestones (e.g. invite N friends → reward), per-side rewards (inviter + invitee). Reward bundles reference Reward.

ParametersJSON Schema
NameRequiredDescriptionDefault
valueYesTitle's referral system configuration. Stored in TitlePublicConfigurationModel.ReferralDefinitions.
title_idYesTitleID, для которого сохраняются данные.
save_rewardSave Reward settings
Destructive
Inspect

PARTIAL SAVE: writes ONLY the 'Reward' field of TitlePublicConfigurationModel; all other v1/v2 fields stay untouched. Reward templates — reusable bundles of currency + items + buffs that can be granted to a player. Referenced by Quest, TimedEvent, CoopEvent, Season, DailyLogin, Referral, etc. Define a reward once here, then reference it everywhere instead of inlining payouts.

ParametersJSON Schema
NameRequiredDescriptionDefault
valueYesRoot config for universal, system-agnostic rewards. Umbrella over four independent subsystems: DailyCalendars, IdleAccruals, Comebacks, Claims.
title_idYesTitleID, для которого сохраняются данные.
save_seasonSave Season settings
Destructive
Inspect

PARTIAL SAVE: writes ONLY the 'Season' field of TitlePublicConfigurationModel; all other v1/v2 fields stay untouched. Long-form seasonal progression — battle passes, chapters, ladders. Defines a season's start/end window, XP/progress curve, tier rewards (free + premium tracks), and the Premium pass that unlocks paid rewards. For short events use TimedEvent.

ParametersJSON Schema
NameRequiredDescriptionDefault
valueYesRoot configuration of the title's season system.
title_idYesTitleID, для которого сохраняются данные.
save_socialSave Social settings
Destructive
Inspect

PARTIAL SAVE: writes ONLY the 'Social' field of TitlePublicConfigurationModel; all other v1/v2 fields stay untouched. In-game social layer - comments, following other players and reports, on top of the engine's shared social core (the same collections the platform's own social network uses, scoped to this title). Comments are OFF by default (CommentsEnabled): they are public text written by players, so turn them on only once you are ready to moderate them; CommentableTypes limits which objects accept comments (today only Workshop items). CommentMaxLength / CommentMaxLinks / CommentsPerDay, MaxFollowing / FollowsPerDay and ReportsPerDay are anti-spam ceilings; unset fields mean the platform defaults. Friends and the player's notification inbox (attacks, raids, new friend, Workshop sales and likes) need no configuration and are not here. Likes, favorites, follows, comments and reports themselves are NOT here - they are operational data in the shared Social* collections; reviewing reports and hiding comments are admin actions, not config.

ParametersJSON Schema
NameRequiredDescriptionDefault
valueYesIn-game social layer: comments, following players, reports. Friends and the player's notification inbox work without this section. Every field is optional; an unset field means the platform default.
title_idYesTitleID, для которого сохраняются данные.
save_storeSave Store settings
Destructive
Inspect

PARTIAL SAVE: writes ONLY the 'Store' field of TitlePublicConfigurationModel; all other v1/v2 fields stay untouched. In-game shop, built as a tree: Stores -> Layout.Sections -> Slots, plus a flat StoreOffers catalogue. A SLOT is the only address a product can be bought through, and it decides what stands in it: Rotation.Mode is Fixed (a pinned product - an ordinary shelf), Title (everyone sees the same roll) or Player (a personal roll), with a weighted Pool and an optional per-window purchase cap. The refresh window is a ScheduleSpec on the slot. A product not placed in any slot cannot be bought at all. Price is always a PriceOptions dictionary and can be virtual currency, crypto, a store product (real money), an ad credit, or FREE - an unset Cost means free, and a free product must be limited on some axis. Pricing.CompareAt is a struck-through price for display only and never reaches the charge. Identity.Tags and Identity.CustomParams are badges and ribbons the server never interprets. Distinct from Premium (real-money tiered offers) and DealOffer (limited-time promotions with progression).

ParametersJSON Schema
NameRequiredDescriptionDefault
valueYesRoot of the shop. Holds the storefront catalog (Stores) and the goods catalog (StoreOffers). A storefront is a TREE: store -> sections -> slots, and a purchasable offer is reachable only through a slot. An ordinary shelf of six SKUs is six Fixed slots; a daily rotation is the same six slots with a pool and a schedule. An offer deliberately has no host-storefront list: the single address is the slot, because a purchase must re-verify that the requested offer is the one that actually came up for this player in that slot.
title_idYesTitleID, для которого сохраняются данные.
save_timed_boostSave Timed Boost settings
Destructive
Inspect

PARTIAL SAVE: writes ONLY the 'TimedBoost' field of TitlePublicConfigurationModel; all other v1/v2 fields stay untouched. Buff / boost definitions with a time component — temporary XP multipliers, drop-rate boosts, energy-cap boosts. Granted via Reward, Store, DealOffer, or events. Define the buff's effect and duration here; granting is done elsewhere.

ParametersJSON Schema
NameRequiredDescriptionDefault
valueYesContainer for all TimedBoost definitions. Bound to cfg.TimedBoost in TitlePublicConfigurationModel. Style-aligned with other V2 definition containers (cfg.Currency, cfg.Item, cfg.Premium, ...).
title_idYesTitleID, для которого сохраняются данные.
save_timed_eventSave Timed Event settings
Destructive
Inspect

PARTIAL SAVE: writes ONLY the 'TimedEvent' field of TitlePublicConfigurationModel; all other v1/v2 fields stay untouched. Solo time-limited events — daily challenges, weekly missions, holiday events, login streaks. Defines event IDs, schedules (start/end/recurrence), objectives, progress tracking, milestone rewards. For multi-player team events use CoopEvent; for long-form battle-pass-style progression use Season.

ParametersJSON Schema
NameRequiredDescriptionDefault
valueYesRoot configuration of the limited-time events system. Lives at the top level of TitlePublicConfiguration, separate from GameLoops/Quests/Store. Supports both Scheduled (fixed-date) and Chain (cyclic) events.
title_idYesTitleID, для которого сохраняются данные.
save_title_custom_dataSave Title Custom Data settings
Destructive
Inspect

PARTIAL SAVE: writes ONLY the 'TitleCustomData' field of TitlePublicConfigurationModel; all other v1/v2 fields stay untouched. SCHEMA + limits for the title-wide key-value store (feature flags, project-wide globals, event state, balancing knobs that don't fit any typed definition below). This section holds ONLY the key schema — the VALUES live in the TitleCustomData store, one document per title, managed with the dedicated title-data tools (get_title_data / save_title_data). Each key declares a Scope (Static = authored config; Runtime = mutable state written only by CloudCode scripts) and a Bucket (Public = readable by game clients; Private = server/CloudCode only).

ParametersJSON Schema
NameRequiredDescriptionDefault
valueYesSchema and limits of the title-wide key-value store. The VALUES live in the separate TitleCustomData collection (one document per title), not in this config section. Each key declares a Scope (Static = authored config; Runtime = mutable state written only by CloudCode scripts) and a Bucket (Public = readable by game clients; Private = server/CloudCode only). Clients can never write this store.
title_idYesTitleID, для которого сохраняются данные.
save_title_dataSave title data
Destructive
Inspect

Write the authored (Static) part of the title's key-value data store. REPLACES the whole bucket: read it with get_title_data first and send it back extended, or omitted keys are deleted. The Runtime scope CANNOT be written here — mutable title state is owned by CloudCode scripts, so their counters are never overwritten behind their back. Register keys in the TitleCustomData config section (save_title_custom_data) for type validation, limits, TTL and defaults.

ParametersJSON Schema
NameRequiredDescriptionDefault
bucketYesPublic = readable by game clients; Private = server/CloudCode only.
valuesYesObject of key → string value. Replaces the whole bucket. JSON-encode structured values yourself.
title_idYesTitleID.
save_tutorialSave Tutorial settings
Destructive
Inspect

PARTIAL SAVE: writes ONLY the 'Tutorial' field of TitlePublicConfigurationModel; all other v1/v2 fields stay untouched. Tutorial / onboarding definitions — flows (ordered scenarios) built from steps that teach the player a mechanic. A step completes either by client acknowledgement or by a real game event (the same TriggerSource vocabulary as Quest), so "make a roll", "buy something", "open a chest" need no client-side bookkeeping. A step may also PREDETERMINE the outcome of another module (TutorialScriptedOutcome — e.g. force the board dice to land on a Raid tile), which is the only way to demonstrate a mechanic instead of randomness. Flows carry an audience gate (SegmentGate) and a schedule (ScheduleSpec); putting an Experiment condition in that gate is how two tutorial versions are A/B-tested. Gating other content on tutorial progress is done via SegmentGate.Tutorial per entity, or via Settings.Blocking to close whole modules until onboarding is finished.

ParametersJSON Schema
NameRequiredDescriptionDefault
valueYesRoot block of the tutorial (onboarding) system in the title config.
title_idYesTitleID, для которого сохраняются данные.
save_usageSave Usage settings
Destructive
Inspect

PARTIAL SAVE: writes ONLY the 'Usage' field of TitlePublicConfigurationModel; all other v1/v2 fields stay untouched. Retention policy for the player's activity history (Usage). The engine keeps a rolling window of per-day records and folds everything older into monthly totals, then months of finished years into yearly totals — otherwise the per-day map grows forever inside the hottest document on the platform. WARNING: the fold is IRREVERSIBLE, per-day detail outside the window is gone for good. Do not lower DailyWindowDays below 400 without also lowering the analytics range cap: publisher analytics (DAU/WAU/MAU, retention cohorts, funnels) is computed lazily from those very per-day records, accepts ranges of up to 366 days, and needs 30 extra preceding days per requested day for MAU. Also holds SessionIdleTimeoutMinutes: how many minutes of silence end a session (default 30, the same rule Firebase/GA4 use, so the two reports stay comparable). The session boundary is decided by the SERVER from the player's last activity — the client's IsNewSession flag is not trusted for counting. Leave every field null unless you have a specific reason — the defaults (enabled, 400-day window, 30-minute session gap) are what the analytics horizon was sized against.

ParametersJSON Schema
NameRequiredDescriptionDefault
valueYesNew value for the Usage field.
title_idYesTitleID, для которого сохраняются данные.
save_user_custom_dataSave User Custom Data settings
Destructive
Inspect

PARTIAL SAVE: writes ONLY the 'UserCustomData' field of TitlePublicConfigurationModel; all other v1/v2 fields stay untouched. Schema for per-player custom data fields — name, type, default value, visibility, whether the client can write it. This is the SCHEMA only; actual per-user values live on the User document. Use this to declare new player-specific stats, flags, or progress counters.

ParametersJSON Schema
NameRequiredDescriptionDefault
valueYesConfiguration of the Custom User Data V2 system (arbitrary user records). Hybrid architecture combining bucket-based privacy separation (Private/Public/ReadOnly/Internal) with optional typed key schema.
title_idYesTitleID, для которого сохраняются данные.
save_workshopSave Workshop settings
Destructive
Inspect

PARTIAL SAVE: writes ONLY the 'Workshop' field of TitlePublicConfigurationModel; all other v1/v2 fields stay untouched. Workshop - the catalog of content made by PLAYERS (maps, levels, skins, models, any file the game defines) and by the publisher (official content), and the LICENSES to it. Nothing is transferred: acquiring grants a license to a digital copy, so one publication is acquired by many and the author keeps it (unlike Marketplace, which escrows and moves goods). ContentTypes is the game-specific part: each type id (e.g. 'voxelcraft.world') declares its file roles (AllowedMimeTypes, MaxBytes, MaxCount, Required; the engine checks the uploaded file's signature against the declared type), whether a thumbnail is required, which AccessModes authors may use, an optional per-type PricePolicy, a PublishGate (SegmentGate: who may publish), PublishFeeOptions (PriceOption, Standard part only, never store-paid), a TagVocabulary and per-player limits. An author gives access by ANY of several options: Free, Price (a ResourceBundle validated by PricePolicy; the buyer pays, the author receives it minus Commission, which is burned or credited to the MarketplaceLedger) or Holding (hold N of a currency/item - nothing is charged; Mode WhileHeld re-checks on every download, UnlockOnce checks once and grants a permanent license; HoldingPolicy whitelists usable resources). Moderation: BlockedTerms for titles/descriptions/tags, AutoHideReportThreshold (reports that hide a publication until reviewed), RequireApproval (pre-moderation). Featured lists publisher-curated collections with their own ScheduleSpec and SegmentGate. Publications, licenses, reactions and reports are NOT here - they are operational data in their own collections; files live in a private bucket configured by the engine's WORKSHOP_BUCKET_NAME env var.

ParametersJSON Schema
NameRequiredDescriptionDefault
valueYesTitle Workshop configuration: a catalog of content made by players (maps, levels, skins, models) and by the publisher (official content). Unlike the Marketplace nothing is transferred: acquiring grants a LICENSE to a digital copy, so one publication is acquired by many and the author keeps it. Everything game-specific (content types, file formats and sizes, who may publish, which access modes are allowed) is configured here, no engine code per game.
title_idYesTitleID, для которого сохраняются данные.
search_kanban_cardsSearch task cards
Read-only
Inspect

Find cards ACROSS all the publisher's boards by a substring of the title or by the task key. Two characters minimum; archived boards are excluded.

ParametersJSON Schema
NameRequiredDescriptionDefault
limitNoHow many to return (default 20).
queryYesWhat to look for: part of a card title, or a task key like OPUS-451.
set_kanban_assigneeAssign task cardInspect

Assign a card to someone, or clear the assignee. The person is notified.

ParametersJSON Schema
NameRequiredDescriptionDefault
card_idYesCard to assign.
project_idYesBoard the card belongs to.
assignee_idNoWho to assign it to (from list_kanban_members). Omit to clear.
update_kanban_cardUpdate task card
Destructive
Inspect

Change a card's title, description, priority or deadline. Fields you leave out stay as they are — this is a patch, not a replacement.

ParametersJSON Schema
NameRequiredDescriptionDefault
titleNoNew title (optional).
card_idYesCard to change.
due_dateNoNew deadline, ISO-8601 (optional).
priorityNoNone | Low | Medium | High | Critical (optional).
project_idYesBoard the card belongs to.
descriptionNoNew description (optional).
clear_due_dateNoRemove the deadline (optional). Leaving due_date out keeps it.
update_kanban_columnUpdate board column
Destructive
Inspect

Rename a column, recolour it, or mark it as the done column. Cards entering a done column count as completed and award XP.

ParametersJSON Schema
NameRequiredDescriptionDefault
nameNoNew name (optional).
colorNoNew accent colour (optional).
is_doneNoWhether this is the done column (optional).
column_idYesColumn to change.
project_idYesBoard the column belongs to.
update_kanban_projectUpdate board project
Destructive
Inspect

Rename a board, change its description/icon/colour, or archive it. Archiving hides it from search and from my-tasks without deleting anything.

ParametersJSON Schema
NameRequiredDescriptionDefault
nameNoNew name (optional).
colorNoNew accent colour (optional).
emojiNoNew icon (optional).
archivedNoArchive or unarchive it (optional).
project_idYesBoard to change.
descriptionNoNew description (optional).

Tool Schema Changelog

Recent tool additions, removals, and schema changes observed during successful MCP inspections.

  1. 137 tool updates
    • First observedadd_kanban_comment
    • First observedbegin_build_upload
    • First observedcreate_kanban_card
    • First observedcreate_kanban_column
    • First observedcreate_kanban_project
    • First observeddelete_kanban_card
    • First observeddelete_kanban_column
    • First observeddelete_kanban_project
    • First observedestimate_media_cost
    • First observedfinish_build_upload
    • First observedgenerate_audio
    • First observedgenerate_image
    • First observedgenerate_music
    • First observedgenerate_text
    • First observedgenerate_three_d
    • First observedgenerate_video
    • First observedget_advertising
    • First observedget_ai
    • First observedget_analytics
    • First observedget_asset_bundle
    • First observedget_attribution
    • First observedget_authentication
    • First observedget_ban
    • First observedget_blockchain
    • First observedget_build
    • First observedget_character
    • First observedget_chat
    • First observedget_cloud_code
    • First observedget_collection
    • First observedget_community_marketing
    • First observedget_coop_event
    • First observedget_craft
    • First observedget_currency
    • First observedget_data_collections
    • First observedget_deal_offer
    • First observedget_experiment
    • First observedget_feature_tracking
    • First observedget_game_loop
    • First observedget_generation
    • First observedget_image_data
    • First observedget_item
    • First observedget_kanban_board
    • First observedget_kanban_card
    • First observedget_kanban_comments
    • First observedget_leaderboard
    • First observedget_localization
    • First observedget_localization_keys
    • First observedget_lootbox
    • First observedget_mailbox
    • First observedget_marketplace
    • First observedget_match
    • First observedget_multiplayer
    • First observedget_my_kanban_tasks
    • First observedget_platform_bridge
    • First observedget_premium
    • First observedget_purchase
    • First observedget_push
    • First observedget_quest
    • First observedget_referral
    • First observedget_reward
    • First observedget_season
    • First observedget_social
    • First observedget_store
    • First observedget_three_d
    • First observedget_timed_boost
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    • First observedget_title_custom_data
    • First observedget_title_data
    • First observedget_tutorial
    • First observedget_usage
    • First observedget_user_custom_data
    • First observedget_video
    • First observedget_workshop
    • First observedlist_ai_tiers
    • First observedlist_builds
    • First observedlist_kanban_members
    • First observedlist_kanban_projects
    • First observedlist_my_titles
    • First observedlist_title_secrets
    • First observedmove_kanban_card
    • First observedpublish_cloud_code
    • First observedremix_video
    • First observedreorder_kanban_columns
    • First observedsave_advertising
    • First observedsave_ai
    • First observedsave_analytics
    • First observedsave_asset_bundle
    • First observedsave_attribution
    • First observedsave_authentication
    • First observedsave_ban
    • First observedsave_blockchain
    • First observedsave_character
    • First observedsave_chat
    • First observedsave_cloud_code
    • First observedsave_collection
    • First observedsave_community_marketing
    • First observedsave_coop_event
    • First observedsave_craft
    • First observedsave_currency
    • First observedsave_data_collections
    • First observedsave_deal_offer
    • First observedsave_experiment
    • First observedsave_feature_tracking
    • First observedsave_game_loop
    • First observedsave_image_data
    • First observedsave_item
    • First observedsave_leaderboard
    • First observedsave_localization
    • First observedsave_localization_keys
    • First observedsave_lootbox
    • First observedsave_mailbox
    • First observedsave_marketplace
    • First observedsave_match
    • First observedsave_multiplayer
    • First observedsave_platform_bridge
    • First observedsave_premium
    • First observedsave_purchase
    • First observedsave_push
    • First observedsave_quest
    • First observedsave_referral
    • First observedsave_reward
    • First observedsave_season
    • First observedsave_social
    • First observedsave_store
    • First observedsave_timed_boost
    • First observedsave_timed_event
    • First observedsave_title_custom_data
    • First observedsave_title_data
    • First observedsave_tutorial
    • First observedsave_usage
    • First observedsave_user_custom_data
    • First observedsave_workshop
    • First observedsearch_kanban_cards
    • First observedset_kanban_assignee
    • First observedupdate_kanban_card
    • First observedupdate_kanban_column
    • First observedupdate_kanban_project

Publisher details

Operator
iDos Games · Publisher source
Vendor relationship
First-party · Publisher source
Trust center
Not available
Restrictions
Free iDos Games account required. AI generation uses the account's credits. · Publisher source

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