SevereMCP
Allows AI agents to run Luau scripts, inspect game instances, read memory, list players, and build ESP for Roblox games through Severe's external tool.
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., "@SevereMCPrun Luau to list all players in the game"
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.
Connect Severe to any AI/LLM model of your choice. Run Luau, inspect the game, read memory, and build custom ESPs, aimbots & auto-farms — all from just prompting AI.
What is this
SevereMCP is a Model Context Protocol server that hooks Severe's Luau environment up to any AI you use — Claude, ChatGPT, Gemini, or any MCP client. Ask it to run Luau, walk the game tree, list players, read memory, or build an ESP, and it does it live in your session and reads the results back.
Related MCP server: Roblox Studio MCP
How it works
AI client ──stdio (MCP)──> server.py ──ws://127.0.0.1:8790──> bridge.lua (in Severe's Luau env)server.py— the MCP server (stdio, for the AI client) and an embedded WebSocket server, in one process.bridge.lua— runs inside Severe and uses Severe's nativeWebsocketClientto connect out to that server, execute the commands it receives, and send JSON results back.
The split (server = WS server, bridge = WS client) is required because Severe exposes a WebsocketClient but no HTTP request function, so the bridge can't poll an HTTP server.
Setup
Default setup: Severe and the AI client on the same PC. For two machines, see Cross-machine.
1. Install Python deps
pip install -r requirements.txt2. Add the MCP server to your AI client — pick yours below. Most use this JSON block; replace the path with your real path to server.py:
{
"mcpServers": {
"severe-bridge": {
"command": "python",
"args": ["C:/path/to/SevereMCP/server.py"],
"env": { "SEVERE_WS_HOST": "127.0.0.1", "SEVERE_WS_PORT": "8790" }
}
}
}One command — no file editing:
claude mcp add severe-bridge -e SEVERE_WS_HOST=127.0.0.1 -e SEVERE_WS_PORT=8790 -- python C:/path/to/SevereMCP/server.pyRestart Claude Code, then run claude mcp list — severe-bridge should show connected.
Settings → Developer → Edit Config (opens
claude_desktop_config.json).Paste the JSON block above (merge into
mcpServersif the file already has some).Save, then fully quit and reopen Claude Desktop.
It runs on Claude Code, so either:
Run the Claude Code (CLI)
claude mcp addcommand above in a terminal, orDrop a
.mcp.jsonfile (the JSON block) in your project root.
Then reload the window.
Edit ~/.codex/config.toml and add (TOML, not JSON):
[mcp_servers.severe-bridge]
command = "python"
args = ["C:/path/to/SevereMCP/server.py"]
env = { SEVERE_WS_HOST = "127.0.0.1", SEVERE_WS_PORT = "8790" }Restart Codex. (The ChatGPT app's own "connectors" only accept remote URLs — for this local server, use the Codex CLI.)
Add the JSON block to ~/.gemini/settings.json (create the file if it doesn't exist), then restart gemini. Confirm with /mcp.
Open the MCP settings (Settings → MCP servers → Edit config, i.e. its mcp_config.json), paste the JSON block, save, and reload.
Right sidebar → Program → Install → Edit mcp.json, paste the JSON block, and save. Enable the server in the chat's integrations panel.
Any other MCP-capable client works too — point it at
python C:/path/to/SevereMCP/server.pyover stdio. The server auto-starts and listens onws://127.0.0.1:8790for the bridge.
3. Load the bridge in Severe — run Severe, open its Script tab, and Execute one of:
Easy mode (recommended) — one line, always up to date:
loadstring(game:HttpGet("https://raw.githubusercontent.com/RealSlimShady2000/SevereMCP/main/bridge.lua"))()Or paste the full contents of bridge.lua. Either way you should see:
[severe-bridge] starting, target ws://127.0.0.1:8790
[severe-bridge] connected to ws://127.0.0.1:8790The bridge auto-reconnects every ~2s, so order doesn't matter.
4. Confirm — in your AI client, call severe_status → it should report "connected": true.
Tools
Tool | What it does |
| Is the bridge connected? (local; always safe to call) |
| Run a Luau chunk; returns captured |
| Evaluate a single Luau expression and return its value |
| Inspect an instance by path (props + children) — DEX-style |
| Descendants tree under a path, limited by |
| Find instances by name substring and/or ClassName |
| Enumerate |
| Read/write files under Severe's workspace |
| MEM-style typed read/write at an address or instance+offset |
| RTTI class name (e.g. |
| Instance→pointer (0x..) via Severe's undocumented |
| Follow a pointer chain ( |
| Bounded scan for a value in a memory range (RE) |
| Fire a RemoteEvent/RemoteFunction by path — the core of auto-farms/bots |
| Call a method / read / write a property by path |
| Synthetic keyboard/mouse input (keys, clicks, move, scroll) |
| PlaceId / GameId / JobId / HWID / ping / player count / local player |
| Search/browse Severe's full bundled API docs ( |
Anything without a dedicated tool is reachable via severe_execute — the full Severe API (Drawing/ESP, input, add_model_data, game:HttpGet, crypt, camera, …) is documented via severe_docs.
Examples
severe_eval→1+1⇒2severe_execute→print("hi"); return game.Players.LocalPlayer.Namesevere_inspect→game.Workspacesevere_search_instances→{ "class_name": "Humanoid" }severe_memory_read→{ "path": "game.Workspace", "offset": 0, "type": "u64" }⇒ value +rttisevere_docs→{ "query": "add_model_data" }
examples/esp.lua — a full memory-read ESP + toggle GUI an agent built through the MCP, tested live on RIOTFALL: it reverse-engineers real player positions from memory (RIOTFALL hides them behind bone-driven rigs + decoy HumanoidRootParts), draws team-colored boxes + names, and wires ESP / team-check toggles into a Severe UI library. Great "what you can build" reference.
Prompt recipes
Things you can just ask your AI (it explores the game and writes the Luau):
"Call
severe_game_info, then build a box ESP with names for all enemies.""Search ReplicatedStorage for remotes, find the one that collects currency, and fire it every 0.5s — stop when my cash stops going up."
"Walk
game.Workspaceand list every model that looks like an ore/resource node with its position.""Read my character's health from memory and auto-press the heal key when it drops below 50."
"Reverse-engineer this game's real player positions like the RIOTFALL example and make an ESP."
"Fire the
EquipToolremote, then auto-click every 200ms to farm." (severe_fire_remote+severe_input)
Beyond ESP & aimbot — auto-farms and automation
The real power isn't the ESP — it's that the agent can discover how a game works and write automation for it, live. ESP and aimbot are just the obvious demos; the same read → understand → act loop builds auto-farms, quest bots, collectors, and more for games it has never seen before.
How an agent builds an auto-farm through the MCP:
Map the game —
severe_tree/severe_search_instancesto find currency values, collectibles, NPCs, spawners, quest objects, and theRemoteEvent/RemoteFunctions the game uses.Reverse the actions —
severe_executeto read aRemoteEvent's arguments (or decompile/inspect the game's own scripts) and figure out what call collects a coin, sells loot, claims a reward, or hits a mob.Test one action — fire the remote once and read the result (currency went up? item added?) — the agent verifies before looping.
Loop it —
severe_executeinstalls atask.spawn/RunServiceloop that repeats the farm action, teleports between resource nodes (via memory-written CFrame or the game's own teleport remote), and reads a stat to know when to stop (inventory full, quest done).Iterate — if the game patches or behaves oddly, the agent inspects again and adjusts — no waiting for someone to update a static script.
Because every step runs through Luau + memory access, an auto-farm can be as simple as "fire the CollectCoin remote every 0.5s" or as deep as "read the nearest ore node from memory, walk to it, mine it, sell when full." You describe the goal in chat; the agent explores the game and writes the farm — the same way it reverse-engineered RIOTFALL's positions above.
The MCP is a capability layer, not a cheat pack: it gives an AI agent Severe's full Luau + memory reach. What it builds — ESP, aimbot, auto-farm, autoquest, or plain game inspection — is up to your prompt.
Cross-machine (optional)
Running the AI client on one PC and Severe on another (same LAN):
Start
server.pywithSEVERE_WS_HOST=0.0.0.0(bind all interfaces).In
bridge.lua, setWS_HOSTto the server PC's LAN IP (e.g.192.168.1.50).Open the server PC's firewall for inbound TCP
8790.From the Severe PC, verify with
Test-NetConnection <server-ip> -Port 8790.
Severe WebsocketClient quirks (why the bridge is written the way it is)
Hard-won from live testing — don't "simplify" these away:
WebsocketClient.new(url)blocks until the server sends the first frame. The handshake completing isn't enough — soserver.pysends awelcomeframe on connect. A silent server makesnew()hang 15s → "Scheduler Exhausted".Receive is a method, not a signal:
s:DataReceived(function(payload, isBinary) end)— nots.DataReceived:Connect(...).The
DataReceivedcallback is a C-call boundary — you cannot yield in it.Sendand game API calls yield, so the bridge hands each message totask.spawn(...)("attempt to yield across metamethod/C-call boundary" otherwise).Don't use
crypt.jsonin the bridge —crypt.json.decodeblocks/yields and trips the watchdog. A bundled pure-Lua JSON is used instead.Positions come back as the native
vectortype (typeof≠"Vector3") — read.X/.Y/.Z.Playershas noGetPlayers()in this build — the bridge falls back toGetChildren()filtered toPlayer.Long scans yield every ~2000 nodes to dodge the 15s watchdog (
YIELD_EVERY).
Configuration
Set in the MCP config env block (mirror host/port in bridge.lua if you change them):
Var | Default | Meaning |
|
| WebSocket bind host ( |
|
| WebSocket port (also edit |
|
| Sandbox root for file tools |
|
| Default per-command timeout ( |
| (off) | Set to |
| (off) | Shared secret; if set, the bridge's |
|
| Max chars returned to the AI (truncates huge results) |
Troubleshooting
severe_status=connected: false— make surebridge.luais Executed in Severe and the host/port match on both sides.Tool returns "bridge not connected" — re-run
bridge.lua.compile error/load error— your Luau source didn't compile; check syntax.WebsocketClientis nil — your build may name it differently; adjust theWebsocketClient.new(...)call inbridge.lua.
Files
server.py— MCP server + WebSocket server + tool definitionsbridge.lua— in-Severe Luau bridge (WS client, JSON, exec sandbox, dispatch, memory)docs/severe-api-full.txt— Severe's own API docs, bundled sosevere_docsworks offlineexamples/esp.lua— memory-read ESP + GUI demo.mcp.json.example— MCP client config template
Created by robloxscripts.com & rsware.store — vibe coded with love ❤️
Want the tool this drives? Get Severe →
⭐ Star the repo if it helped! ⭐
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