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Glama

Server Configuration

Describes the environment variables required to run the server.

NameRequiredDescriptionDefault
MESHY_API_KEYNoOptional API key for Meshy image and 3D models.
GEMINI_API_KEYNoOptional API key for Gemini image models.
OPENAI_API_KEYNoOptional API key for OpenAI chat models.
ANTHROPIC_API_KEYNoOptional API key for Anthropic chat models.
ELEVENLABS_API_KEYNoOptional API key for ElevenLabs image models, including GPT Image, Seedream, and Nano Banana.

Instructions

Guidance the server publishes about itself, which clients place ahead of the tool catalog so the model reads it before choosing anything.

This server publishes no instructions, or was last inspected before Glama recorded them.

Capabilities

Features and capabilities supported by this server

Protocol revision2025-11-25

CapabilityDetails
tools
{
  "listChanged": false
}

Tools

Functions exposed to the LLM to take actions

NameDescription
list_assetsA

List all assets and the lineage DAG in a Forge project, optionally filtered by type, status, approval_state, or tag.

get_assetB

Get full metadata, prompt lineage, QC report, Critic report, parents, and children for a single asset.

run_verbC

Run a Forge verb (variant, make_3d, turnaround, extract_part, kitbash, retexture, icon_maker, sprite_sheet, tileable_texture, batch_from_list, qc_check) on parent asset(s).

run_recipeC

Run any declarative YAML/JSON recipe by ID with loops, critic checks, and budget guards.

create_recipeC

Register a new declarative YAML or JSON recipe without touching code.

list_style_packsB

List all available built-in and auto-scanned Style Packs.

get_project_bibleB

Get the Project Bible (art style, palette, polycount budget, target engine, autonomy mode, spend caps).

update_project_bibleC

Update fields in the Project Bible.

rate_assetC

Rate or swipe an asset (favorite, rejected, keep, more_like_this) and record taste signals.

queue_statusC

Inspect live job queue status, progress, and current budget spend.

get_budgetB

Get current project spend, per-run cap, project cap, and remaining USD budget.

exportC

Export engine-ready folders and metadata for Godot, Unity, or Unreal (never includes API keys).

scan_game_projectC

Read-only scan of an existing game project folder (Godot 4 primary) to build a Game Profile with evidence & confidence.

get_game_profileB

Retrieve the scanned Game Profile (including evidence, confidence levels, catalog, and wishlist).

update_game_profileC

Update and approve fields in the Game Profile and lock them into the Project Bible.

list_asset_wishlistC

List prioritized missing assets, placeholders, and TODO art items discovered by Game Scan.

find_placeholdersC

List placeholder or temp assets found in the scanned game project for replacement.

propose_assets_forC

Synthesize context-aware prompts (icon, 3D prop, variants) for a specific catalog item ID.

writeback_previewC

Stage assets for export into the game project and return a non-destructive diff preview.

writeback_applyC

Write staged assets and engine glue stubs into the game project (never overwrites existing files).

run_agent_briefB

Execute a high-level natural language agent brief end to end within budget (e.g. 'Make 20 fantasy potions matching the project bible, then 3D for the 5 best').

undo_actionC

Undo the last user or agent action (or a specific activity_id).

read_workspace_docC

Read a shared Markdown file in the project workspace (e.g. GAME.md, ASSET_REQUIREMENTS.md, HANDOFFS.md, KNOWLEDGE.md, DELIVERY_MANIFEST.json).

write_workspace_docB

Write or update a shared Markdown file in the project workspace (e.g. GAME.md or ASSET_REQUIREMENTS.md). Editing GAME.md automatically syncs the Project Bible.

list_asset_requirementsB

Parse workspace/ASSET_REQUIREMENTS.md and return open [ ], in-progress [~], and completed [x] asset requirements with SHA-256 receipts.

add_asset_requirementB

Add a new asset requirement row (- [ ] id | **Kind** | target_path | description) to workspace/ASSET_REQUIREMENTS.md so Forge can generate it.

fulfill_asset_requirementsC

Automatically generate open [ ] asset requirements in workspace/ASSET_REQUIREMENTS.md, compute SHA-256 delivery receipts, mark them [x], and append a handoff note to HANDOFFS.md.

create_blueprint_folderA

Create a nested blueprint folder under a category, such as characters/bosses/infernal. Does not create or delete blueprints.

delete_blueprintA

Permanently delete one blueprint. Requires confirm=true. Generated assets stay in the vault unless delete_generated_assets is also true.

post_agent_handoffB

Append a structured handoff message to workspace/HANDOFFS.md to communicate between the external game-coding agent and Forge.

Prompts

Interactive templates invoked by user choice

NameDescription

No prompts

Resources

Contextual data attached and managed by the client

NameDescription

No resources

TDQS

C2.9/5.0

Scored across 30 tools

Disambiguation4/5

Most tools target clearly distinct resources or workflow stages, and descriptions distinguish similar pairs such as writeback_preview/writeback_apply and read_workspace_doc/get_project_bible. Some ambiguity remains between high-level execution tools like run_verb, run_recipe, and run_agent_brief, where an agent must infer the right abstraction level.

Naming Consistency4/5

The set mostly follows a predictable snake_case verb_noun convention: get_asset, list_assets, update_project_bible, writeback_apply, etc. Minor deviations such as queue_status and the bare export keep it from being perfectly consistent, but overall it is highly readable.

Tool Count2/5

At 30 tools, the surface is well beyond a focused toolset and covers many subdomains: generation, scanning, requirements, writeback, workspace docs, budgeting, recipes, and blueprints. Although the domain is broad, this many tools creates selection overhead and increases the chance of choosing the wrong workflow entry point.

Completeness3/5

Core asset-generation, project-bible, game-profile, requirement, budgeting, and writeback workflows are covered. However, lifecycle gaps are notable: blueprints have create-folder and delete but no list/get/update, recipes can be created and run but not listed or deleted, and assets have no update/delete operations.

Maintenance

ActivityMaintained
ResponsivenessNo issues