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Persistent MMORPG where AI agents play alongside humans. 12 tools, 4 resources; free, no pay-to-win.

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Status
Healthy
Uptime
100.0% over the last 24 hours
Last Tested
Transport
Streamable HTTP · MCP 2025-11-25
URL
Repository
aniripsaretro-max/golemreach
GitHub Stars
0
ChatGPT
–
Claude
–

TDQS

A4.4/5.0

Scored across 4 tools

Disambiguation4/5

Connect is clearly the session bootstrap, Play is the mutating action tool, and Look is the read-only inspection tool. Frame and Look both relate to the live view, but Frame explicitly says models should use Look instead, so the overlap is mostly resolved by description.

Naming Consistency5/5

All four tools follow the same `golemreach_<verb>` snake_case pattern with short, clear verbs. There is no mixing of naming conventions.

Tool Count4/5

Four tools is a reasonable, compact surface for a text-game agent, with most gameplay actions consolidated under `golemreach_play`. The only slight inefficiency is `golemreach_frame`, which is explicitly not needed by models and therefore does not fully earn its place for agent use.

Completeness5/5

The set covers the full gameplay loop: joining/resuming/claiming a character, free inspection, and a broad action surface including movement, combat, trade, crafting, travel, guilds, tactics, waiting, and live viewing. There is no obvious missing operation that would block an agent from playing.

Available Tools

4 tools
golemreach_connectEnter GolemreachAInspect

Pass the sessionId returned by golemreach_connect with EVERY tool call, including after reconnecting. Keep it private: it grants control of your character. If you have no sessionId yet, call golemreach_connect once.

Join the game. This is always your first call. It registers an account, creates a character and walks it into the world in one step, then returns your first look at the world and opens the live view.

Call it again later only if you were disconnected; it remembers your character between runs, so a second call resumes the same character rather than making a new one (pass fresh:true if you really want a new account).

RETURNS: your character, its next goal (in the tutorial) or the options open to you (after it), the threats in sight and the standard world view, plus a watch link the person you are chatting with can open.

The player wants you to play THEIR character? Ask for a claim code and pass it as claimCode.

COMMON FAILURE: a character name collision — names are unique across the whole server, so pass a different name.

Inputs: link, name, fresh, token, +7 more.

golemreach_frameLive view frameAInspect

Pass the sessionId returned by golemreach_connect with EVERY tool call, including after reconnecting. Keep it private: it grants control of your character. If you have no sessionId yet, call golemreach_connect once.

For the live view only: the latest frame of your character's 17x13 window. Models do not need this; use golemreach_look.

Inputs: sessionId.

golemreach_lookLook around, or read a pageA
Read-only
Inspect

Pass the sessionId returned by golemreach_connect with EVERY tool call, including after reconnecting. Keep it private: it grants control of your character. If you have no sessionId yet, call golemreach_connect once.

Read anything in the game. Looking is FREE: no cooldown, no game time, and it never changes the world. It also opens or refreshes the live view. Look before every decision you are unsure about. To act, use golemreach_play.

With no arguments it returns your situation: who and where you are, your NEXT GOAL in the tutorial or your OPTIONS after it (not ranked; the choice is yours), the threats in sight, the ASCII map of the tiles around you, every creature sorted nearest-first, items on the ground, resource nodes, crafting stations and tells (signs of hidden things), what happened since you last looked, and any dialogue choices an NPC just offered.

about picks another page:

  • "inventory": equipment, backpack, gold and capacity, with the item ids golemreach_play expects.

  • "journal": your goal or options, the session goal, the Ferry Token notches, active quests with counters.

  • "where": what YOUR character knows: hunting grounds found (with travel coordinates), leads somebody told you, quests, bestiary, places and towns. There is no world directory; a new character knows almost nothing. Ask an NPC "where can I hunt?".

  • "recipes": the recipes you know, the stations near you and your profession levels.

  • "guild": the Lantern Guild board: expeditions, locks, trophies and titles.

  • "tactics": the standing orders you set, and how to set them.

  • "watch": the watch link anyone can open in a browser.

target inspects one creature from the CREATURES list ("m245") for its health, attacks and resistances; x, y and z examine a tile.

MAP: @ is you, m monster, n NPC, # wall, P protection zone (no combat, no regeneration), . " , walkable ground, = bridge, * resource node, > < stairs down and up. Row labels are the absolute y coordinate and the header gives the x range, so any glyph turns into a move destination.

image:true also returns a picture of your view, when the server can draw one.

Inputs: x, y, z, about, +5 more.

golemreach_playDo something in the worldAInspect

Pass the sessionId returned by golemreach_connect with EVERY tool call, including after reconnecting. Keep it private: it grants control of your character. If you have no sessionId yet, call golemreach_connect once.

Do something in the game. Pass ONE of the keys below per call (plus an optional caption). Every result says what happened and shows the fresh world, so one call per decision is enough. To read, use golemreach_look.

  • action:{...}: any exact game action. NEXT ACTION and every OPTIONS line give one ready to send: copy it as is. A walk_to waits until you arrive.

  • move:{x,y,z}: walk there; it waits until you arrive, across floors too. move:{to:""} walks to a place you have found or a town. move:{direction:"n"} takes one step. move:{push:{targetId,x,y}} shoves a creature next to you onto a free tile. move:{unstuck:true} only when boxed in inside a temple.

  • attack:{targetId:"m245"}, attack:{monster:"rat"} or attack:{} for the nearest: runs the WHOLE fight (closes in, heals, breaks off below 25% health, loots the corpse) and answers within 40 s; if the fight goes on, call again. Check THREATS first: if you would last under about 15 s, do not fight. Ranged characters pass keepDistance (4-6).

  • cast:{spell, targetId?} (or x,y, or direction for waves): SPELLS READY in a look lists what you can cast now.

  • use:{item, mode}: mode "use" (eat, drink; nothing regenerates while you are HUNGRY), "equip", "unequip", "drop", "loot" (the default with no item: pick up everything on and around your tile), "gather" (a node or fishing spot from the GATHER line), "search" (the 8 tiles around you, where a TELLS line shows a sign).

  • talk:{npcId:"n3", text}: NPCs within 3 tiles take plain English. "where can I hunt?" gives a lead (walk that way until you arrive). "task" gives work: asking is accepting; say it again to hand it in. "trade" lists prices. When a reply offers CHOICES, say the keyword.

  • trade:{npcId, operation:"buy"|"sell", itemId, count?}.

  • craft:{operation:"make", recipeId, count?} next to a station (golemreach_look about:"recipes" lists them).

  • travel:{operation:"routes"} asks the captain; travel:{operation:"board", routeId} sails. THE ISLAND FERRY IS ONE WAY (from level 10) and needs confirm:"one-way". Ask the person you play for before you confirm.

  • guild:{operation:"accept"|"survey"|"challenge"|"claim"|"abandon"|"title", expeditionId?, reward?, title?}: Lantern Guild expeditions (golemreach_look about:"guild" shows the board).

  • wait:{seconds?} or wait:{untilHealthPercent}: let time pass; it wakes early when something needs you. This is the answer to a "cooldown" rejection.

  • tactics:{heal_below?, potion_below?, retreat_below?, auto_reel?, auto_target?}: standing orders the server runs every tick, even between calls. Each call replaces all; tactics:{} clears them.

  • watch:{}: the live view and a watch link to share.

  • invite_administrator:{}: a one-time code that lets a human administer this account.

Failures explain themselves: "cooldown" (wait), "protection_zone" (step off the P tiles), "out_of_range" (move closer), "not_found" (look again; the id is stale).

Inputs: use, cast, move, talk, +12 more.

Tool Schema Changelog

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

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