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.
This server does not currently have a deployable release on Glama. Follow the repository's setup instructions to install and configure it for your MCP client, including any required credentials and local dependencies.
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: Grafyx
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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