DriftBrief
Provides project mapping for Cocos Creator games, linking scenes and prefabs through top-level .meta UUIDs.
Provides project mapping for HTML5/Phaser games, tracking local JS/TS imports, literal scene transitions, and asset-loader paths.
Provides project mapping for Unity games, resolving scene and prefab references through .meta GUIDs, C# declarations, assemblies, and declared package versions.
Click on "Deploy Server".
Wait a few minutes for the server to deploy. Once ready, it will show a "Started" state.
In the chat, type
@followed by the MCP server name and your instructions, e.g., "@DriftBriefmap PlayerMovement and its related scenes and assets"
That's it! The server will respond to your query, and you can continue using it as needed.
Here is a step-by-step guide with screenshots.
DriftBrief
Help AI understand how your game fits together before it starts building.
AI can help plan systems and scaffold their foundations. DriftBrief gives coding agents a compact, automatically updated map of the existing game: scripts, scenes, prefabs, modules and assets.
Try the map demo · Download the installer · Release files

Local · MIT · Node.js 22 or 24 · One MCP tool · 4 KB default map
Install once
Download driftbrief-install.mjs, open a terminal in your game project, and run:
node /path/to/driftbrief-install.mjsThe installer creates .driftbrief/, builds the first index and adds project integrations for Codex, Claude Code and Cursor. Restart your client and accept its native project/MCP trust prompt.
For the portable folder, run node .driftbrief/run.mjs init. Select clients with --clients claude,cursor. Repeated installation preserves existing settings.
For Codex CLI 0.154.0-alpha.6.2, start with node .driftbrief/run.mjs launch codex to supply the MCP settings for that session. Client setup documents each integration path.
Related MCP server: NEAT MCP Server
One map interface
map() → compact project overview
map({ query: "PlayerMovement" }) → connected scripts, prefabs, scenes and assetsThe agent follows the returned paths with its normal file tools. Every map request reconciles project files and checks selected text hashes; the connected MCP worker also refreshes in the background.
Project | Connections |
Unity | Scene/prefab references through .meta GUIDs, C# declarations, assemblies and declared package versions |
Unreal | .uproject modules, Build.cs dependencies, header candidates, source/config asset paths and asset locations |
HTML5 / Phaser | Local JS/TS imports, literal scene transitions and asset-loader paths |
Cocos Creator | Exact scene/prefab UUID links through top-level .meta UUIDs |
Other browser engines | JS/TS imports, literal paths and package detection for Pixi, Three, Babylon and Laya |
The adapters provide static project navigation. Binary assets have path/existence coverage; live editor state and Blueprint graph analysis belong to engine-connected tooling. Dynamic or ambiguous references appear in coverage metadata.
Built to stay compact
One agent tool with a 4,000-byte default response, including metadata.
Two bounded relationship hops around the requested feature.
Reuse of parsed data when source hashes match.
Unity and Unreal generated directories excluded from indexing.
Prompt-free map storage with three rolling index generations.
Local operation using the existing coding client's MCP connection.
Read-only access to game files, with reversible project integrations.
Source fingerprints record the bytes observed at verification time. Token estimates use UTF-8 bytes divided by four. Full resource bounds and data handling are in architecture.
Check or remove
node .driftbrief/run.mjs map "PlayerMovement"
node .driftbrief/run.mjs doctor
node .driftbrief/run.mjs uninstallUninstall removes unchanged owned entries and preserves user edits. Restart clients, then remove the runtime folder once references are clear. Reinitialize after moving a project or Node installation.
Build and measurements
The suite includes 36 automated tests and 12 game-fixture navigation checks. View validation, raw measurements and CI runs.
npm ci --ignore-scripts
npm run check
npm run demo
node scripts/game-bench.mjs
npm run release:local
node scripts/check-one-step.mjsMarket research · Maintenance · LinkedIn post
Planning to add Godot next.
This server cannot be deployed
Maintenance
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