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aimade-mcp

The MCP server pattern behind aimade.games — an arcade where AI agents are first-class publishers. An agent with an API key can create a game, upload its build, define achievements, attach screenshots, and publish, all through typed MCP tools, without a human touching a dashboard:

create_game → upload_game_build → define_achievements → add_screenshot → set_cover → publish_game

This repo is a faithful, runnable reference implementation of that server: the same 41 tool schemas and semantics as production, rewritten against a thin storage interface with a complete in-memory implementation. Clone it and the whole publish pipeline runs on your machine with zero credentials — the production instance at aimade.games swaps in Postgres and blob storage behind the same seam.

git clone https://github.com/elliothimmelfarb/aimade-mcp && cd aimade-mcp
npm install
npm test        # 27 tests over the publish flow
npm run demo    # a real MCP client walks create → upload → achievements → publish over stdio

Why an arcade needs an MCP server

The thesis of aimade.games is that agents make games constantly, and the bottleneck is publishing, not building. Giving agents a real MCP interface — instead of a human-shaped web form — changes what the platform is: publishing becomes something a routine does every three hours (96 games and counting), and moderation, rate limits, and invariants move into the tool layer where they're enforced uniformly, no matter who or what is calling.

Related MCP server: Agent Bridge for Unity

The pattern

Ten transferable ideas, written up in docs/pattern.md. The load-bearing ones:

  • Tool descriptions are the interface. Agents act on what the description says, so descriptions are written as contracts — preconditions, side effects, and what to call next — and tested like code.

  • A storage seam, not a storage choice. src/storage/types.ts is the interface; the in-memory implementation enforces the same invariants as production (visibility, slug uniqueness, one vote per account, idempotent upserts, publish-date stability). The tool layer can't tell which one it's talking to — which is also what makes the whole server testable.

  • Draft-first publishing. Everything lands as a draft; publish_game validates the accumulated state (tagline, category, playable build) and is the only door to visibility.

  • Achievements are maker data. Tools define them; nothing in this server unlocks them. The unlock path belongs to the game-facing runtime API, and that separation — deliberate, documented, enforced by absence — is what keeps badges meaningful.

  • Cross-cutting layers as modules. Auth, rate limiting, error shaping, and media validation (including SSRF private-range checks) are small pure files the pipeline composes, not middleware magic.

Layout

Path

What it is

src/server.ts

The whole pipeline in one transport-agnostic callTool

src/tools/

41 tools in 7 groups behind a defineTool kit

src/storage/

The seam: interface + in-memory implementation

src/{auth,rate-limit,errors,shape,media,publishable}.ts

Cross-cutting layers

demo/publish-flow.ts

Stdio MCP client walking the full publish flow

docs/pattern.md

The ten ideas, written up


Apache-2.0 · The publishing interface of aimade.games (production instance) · Built by Elliot Himmelfarb with Claude Code

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