wyt-mcp
Click on "Install 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., "@wyt-mcpstart a new game as a warrior named Ren"
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.
wyt-mcp
Watch Your Toes, remade as an MCP server. A wizard has trapped a town in a daily time loop. You are the only one who carries anything across the resets — levels, gold, gear, knowledge — while the townsfolk's sanity decays, the economy rots, and the dungeon beneath the town reshuffles itself every dawn. Claude is the game master; the server owns every die roll, map, and price.
DESIGN.md is the authoritative spec (§1–§15). Read it before touching the code.
Status: engine in progress, not yet playable
The MCP server (server.py) doesn't exist yet, so there is nothing to connect a
client to. What's built and smoke-tested so far:
Module | What it does |
| SQLite schema, save lifecycle, helpers. One save slot. |
| NPCs, enemies, gear, consumables, statuses, events, room pool. |
| Classes, gear bonuses, XP/leveling (banked stat points), resolve, conduct. |
| Town graph, nightly sanity decay, gates, memories/rumors, the §15 forged wizard packet. |
| Loop- and sanity-scaled prices, shop stock, gold-acceptance decay. |
| Per-loop graph generation (spine + branches), movement validation, traps/treasure, floor clears. |
| Buffs/debuffs/stuns — combat-scoped and day-long. |
| Hybrid auto/round combat: initiative, crits, crit-stuns, follow-ups, flee, NPC kills. |
Related MCP server: D&D MCP Server
Requirements
uv — that's it.
uv syncprovisions Python 3.12 and the two runtime deps (mcp[cli],platformdirs). SQLite needs no install; it ships in Python's standard library (sqlite3).
Poking at the engine today
There's no UI yet, but the engine runs headless:
uv sync
uv run pythonfrom wyt_mcp import db
from wyt_mcp.engine import combat, dungeon, player
db.create_save("Ren", "warrior", player.CLASSES["warrior"], seed=7)
dungeon.generate(7)
dungeon.descend(1) # enter the dungeon at floor 1
dungeon.move("Bone Hall") # exits are edge labels; see dungeon.exits()
combat.begin(enemy_key="rat_swarm") # auto-resolves trash; bosses refuse auto
combat.round_action("strike") # round-by-round when it mattersThe save lives in your platform user-data dir (e.g.
%LOCALAPPDATA%\wyt-mcp\save.db). Point WYT_MCP_DB at a throwaway path to
experiment without touching it:
$env:WYT_MCP_DB = "$env:TEMP\wyt-test.db"Roadmap
Remaining v1 work, in build order (details in DESIGN.md §12):
engine/days.py—new_game()and the seven-step overnight loop reset: revive/restock/regenerate, sanity decay, rumors, overnight events, the "what changed" packet Claude narrates from.engine/endings.py— the breaking point, the artifact retrieval, the reveal at the dungeon mouth, the four v1 endings, per-NPC epilogues.render.py— all ASCII output: status bar, town map, fog-of-war dungeon map, shop tables. Rendered server-side, shown verbatim.server.py— the FastMCP tool surface (new_game,look,move,attack,advance_loop,spend_point, …) plus the GM-persona prompt.simulate.py— headless balance harness: run N loops, watch sanity, prices, and gate flips drift.
Post-v1 ideas live in DESIGN.md §13: more endings, a deliberate despot path,
difficulty settings, a deeper dungeon.
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