MCP SteamOS Devkit
Provides ADB helpers for Lepton Android container on Steam Frame, enabling device listing, Wi-Fi/USB connect, forward/reverse, APK install, shell, logcat, bugreport, and Unreal Insights setup.
Offers Steam client and session controls, title launch via steam-devkit-rpc, and Steam shortcut registration for uploading and running games.
Supports Unity split APK/OBB builds with APK inspection, OBB layout validation/staging, and focused launch diagnostics for Android games on Steam Frame.
Integrates with Valve's SteamOS Devkit Client for device discovery, pairing, SSH key management, title upload, and remote debugging of SteamOS devices.
Provides RenderDoc replay server control and Vulkan layer injection for GPU debugging and graphics capture on Steam Frame.
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., "@MCP SteamOS Devkitdiscover steamOS devkit devices on the network"
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.
MCP SteamOS Devkit
mcp-steamos-devkit is a local MCP server for SteamOS Devkit Client devices. It wraps Valve's current Devkit Client model where possible and includes a native fallback for the core HTTP, SSH, rsync, and remote helper-script flow.
The server is built for Windows-first SteamOS Devkit installs, but the core adapter also works on Linux/macOS when ssh, rsync, and the Devkit helper scripts are available.
What It Exposes
Device discovery over
_steamos-devkit._tcp.localResolve by mDNS name, hostname, or IP
Device properties and
steamos-get-status --jsonPairing/registration using the Devkit HTTP
/registerflowSSH key generation and Windows private-key ACL repair
Sync of
devkit-utilsto~/devkit-utilsTitle upload with rsync and Steam shortcut registration
Title launch through
steam-devkit-rpc run-gameSteam client/session controls
Logs, controller config dumps, screenshots, GPU traces, RGP captures, RenderDoc replay server control
Steam Frame native diagnostics: Lepton container/debug-port inventory, Steam/SteamVR/OpenXR log manifests, systemd service listing, journal tails, and bounded OS/Lepton/static-binary inventory for MCP tool discovery
Steam Frame Lepton ADB helpers: device listing, Wi-Fi/USB connect, forward/reverse, APK install, shell, logcat, bugreport, and Unreal Insights setup
Steam Frame Unity split APK/OBB helpers: APK package inspection, OBB layout validation/staging, and focused launch diagnostics
Safety confirmation tokens for destructive or arbitrary remote operations
Related MCP server: android-mcp-server
Quick Start
Clone this repository, then run from the clone directory:
cd C:\path\to\mcp-steamos-devkit
python -m pip install -e .[dev]
mcp-steamos-devkit doctor
mcp-steamos-devkit serveIf the server cannot find the installed SteamOS Devkit Client, set:
$env:STEAMOS_DEVKIT_CLIENT_ROOT = 'E:\SteamLibrary\steamapps\common\SteamOSDevkitClient\windows-client'Optional source checkout:
$env:STEAMOS_DEVKIT_SOURCE_ROOT = 'C:\path\to\steamos-devkit'Optional ADB path for Steam Frame Lepton/Android work:
$env:ADB_PATH = "$env:LOCALAPPDATA\Android\Sdk\platform-tools\adb.exe"Optional SSH password fallback if the device has not accepted the devkit SSH key:
$env:STEAMOS_DEVKIT_SSH_PASSWORD = 'your-device-password'Optional Android build-tools path for APK metadata inspection:
$env:AAPT_PATH = "$env:LOCALAPPDATA\Android\Sdk\build-tools\<version>\aapt.exe"Steam Frame ADB
Steam's bundled docs describe ADB as targeting the Lepton Android container on Steam Frame, not the native SteamOS Linux shell. The container is not always running; launch Lepton Development or any Android game first.
Wi-Fi flow:
adb_environment_conflict_doctor(host="frame")
adb_connect_lepton_wifi(host="frame", port=5555)
adb_devices()
adb_logcat(serial="frame:5555")USB flow:
adb_connect_lepton_usb(local_port=5555, remote_port=5555)
adb_devices()Useful follow-ups:
adb_install_apk(apk_path="C:\path\game.apk", serial="frame:5555")
adb_bugreport(output_path="C:\path\frame-bugreport.zip", serial="frame:5555")
adb_unreal_insights_setup(tracehost="127.0.0.1", port=1981, serial="frame:5555")
adb_lepton_app_diagnostics(package_name="com.example.game", serial="frame:5556")adb_shell is intentionally confirmation-gated because it can run arbitrary commands inside the Android container.
Steam Frame Native Diagnostics
These read-only tools inspect the native SteamOS side of Steam Frame:
lepton_containers(target="frame")
lepton_logcat(target="frame", context="steamlaunch-3570175983", lines=300)
lepton_context_inspect(target="frame", context="dev", include_mounts=true)
lepton_debug_targets(target="frame", context="dev")
lepton_mounts(target="frame", context="dev", category="obb")
lepton_apk_info(target="frame", apk_path="~/devkit-game/mygame/game.apk")
lepton_rootfs_overlay_manifest(target="frame")
lepton_debug_plan(target="frame", context="dev", mode="gdb")
lepton_artifacts_manifest(target="frame", context="dev", package_name="com.example.game")
steam_logs_manifest(target="frame", pattern="xrclient", limit=20)
steam_frame_perfcriteria(target="frame")
steam_frame_cef_pages(target="frame")
steam_frame_web_ports(target="frame")
steam_frame_dbus_manager(target="frame")
steam_frame_manager_properties(target="frame", bus="both")
steam_frame_manager_interfaces(target="frame", include_system=true)
steam_frame_openxr_status(target="frame")
lepton_graphics_debug_status(target="frame")
steam_frame_tracking_datasets(target="frame")
sync_tracking_dataset(target="frame", output_folder="C:\path\to\datasets")
local_steamvr_automation_inventory()
steam_frame_automation_inventory(target="frame")
steam_frame_automation_plan(scenario="pose_replay")
steamvr_vrcmd_capability_inventory()
tracking_dataset_analyze(dataset_path="C:\path\to\dataset")
steam_frame_replay_script_template(kind="pose_driver_replay")
deckard_power_status(target="frame")
pidbridge_status(target="frame")
deckard_runtime_environment(target="frame")
native_adbd_status(target="frame")
coredump_list(target="frame", limit=20)
steam_services(target="frame", scope="user", pattern="steamvr")
journalctl_tail(target="frame", unit="steamvr.service", scope="user", lines=200)
steam_frame_dev_inventory(target="frame")steam_frame_dev_inventory is a bounded discovery pass for future MCP controls. It collects OS build
metadata, Lepton CLI help, Lepton script functions/env references, relevant system/user services,
DBus names, and static strings from known Steam Frame helper binaries. It does not kill, restart,
trace, or mutate Steam/Lepton state.
The Lepton and Steam Frame manager tools above came from inspecting the live Steam Frame runtime, Lepton scripts, DBus introspection, and static binary strings. They are intentionally read-only: they expose container labels, debug-port targets, rootfs overlay files, Deckard runtime files, power state, pidbridge service/socket state, and DBus method/property inventories without starting debug sessions or changing SteamOS Manager state.
The second-pass tools line up with Valve's Steam Frame docs for OpenXR runtime setup, RenderDoc and
Vulkan-layer launch debugging, perfetto/strace artifact handling, and tracking dataset collection.
They report existing state by default; sync_tracking_dataset is a local artifact download helper
for datasets recorded through the headset's SteamVR Developer settings.
Steam Frame Automation
The automation tools focus on repeatable game testing without pretending there is a public controller pose injection command when one has not been found:
local_steamvr_automation_inventory()
steam_frame_automation_inventory(target="frame")
steam_frame_automation_plan(scenario="full")
steam_frame_automation_plan(scenario="launch_regression")
steam_frame_automation_plan(scenario="pose_replay")
steam_frame_replay_script_template(kind="full")
steam_frame_tracking_datasets(target="frame")
sync_tracking_dataset(target="frame", output_folder="C:\path\to\datasets")
tracking_dataset_analyze(dataset_path="C:\path\to\datasets\latest")
steamvr_vrcmd_capability_inventory()
steam_frame_cef_pages(target="frame")
steam_frame_web_ports(target="frame")
adb_logcat(serial="frame:5555", lines=300)Current reliable lanes are launch/log regression, Lepton ADB input/log capture, Steam/SteamVR CEF UI
inspection, and SteamVR tracking-dataset collection/download. local_steamvr_automation_inventory
also checks the host SteamVR install for the null driver and Frame controller input profiles, which
are useful for PC-side synthetic HMD baselines and binding validation.
steamvr_vrcmd_capability_inventory scans local SteamVR binaries for capture/replay/polling and
driver-simulation strings. Treat those as capability leads, not proven Steam Frame controls, until a
separate tool validates the command behavior. steam_frame_replay_script_template returns JSON
shapes for launch regression, ADB input replay, CEF UI replay, tracking-dataset capture, and future
custom-driver pose replay. tracking_dataset_analyze summarizes downloaded datasets so captures can
be compared across known-good and failing runs.
Controller or HMD pose replay is tracked as a future build path. The docs and live files expose
recorded tracking datasets under ~/.config/openvr/config/cv/xrservice/datasets, but no validated
public Steam Frame CLI for replaying those datasets or injecting arbitrary controller poses has been
found. The practical next implementations are a confirmation-gated CEF replay recorder, curated ADB
input replay, declarative launch smoke tests, and then a custom OpenVR server driver or OpenXR API
layer if scripted pose control is required.
DBus control methods, Lepton debug-server lifecycle, RenderDoc/Vulkan layer injection, tracking dataset packaging, Mesa debug package installation, and coredump debugger backtraces should be implemented as separate confirmation-gated tools because they start capture/debug flows, alter runtime state, or may expose private data.
Steam Frame Unity APK + OBB
Unity split builds can export an APK plus a root-level file named like game.main.obb.
For Android expansion-file loading, the OBB must be visible to the app as:
/sdcard/Android/obb/<package-name>/main.<versionCode>.<package-name>.obbSteam Frame Lepton maps /sdcard/Android/obb/<package-name> to the title's obb/
directory when that directory exists, so Steam Frame packages should use:
game.apk
obb/main.<versionCode>.<package-name>.obbUseful flow:
inspect_android_apk(apk_path="C:\path\build\game.apk")
validate_android_split_package(local_dir="C:\path\build")
stage_android_obb_layout(local_dir="C:\path\build")
steampipe_android_release_preflight(local_dir="C:\path\build", app_id="555000", depot_id="555001")
upload_title(target="frame", gameid="mygame", local_dir="C:\path\build", runtime="android")
run_title(target="frame", gameid="mygame")
adb_lepton_app_diagnostics(package_name="com.example.game", serial="frame:5556")The diagnostics helper reports the app PID/activity state, the OBB symlink target,
SteamAppId/SteamGameId process environment, and logcat highlights for OpenXR,
Steamworks, TMP, exceptions, and common Unity XR failure strings.
steampipe_android_release_preflight is a local read-only checklist for Valve's Android upload
requirements: supported OS, Android depot OS, top-level APK launch executable, obb/ content
layout, package access, Android launch option, and AndroidExternalData cloud-save setup.
MCP Client Config
{
"mcpServers": {
"steamos-devkit": {
"command": "python",
"args": ["-m", "mcp_steamos_devkit", "serve"],
"env": {
"STEAMOS_DEVKIT_CLIENT_ROOT": "E:\\SteamLibrary\\steamapps\\common\\SteamOSDevkitClient\\windows-client"
}
}
}
}Safety Model
The server treats these operations as confirmation-gated:
Pairing/registering a device
Clean uploads that delete remote files
Local artifact writes such as log syncs and ADB bugreports
Deleting titles or all titles
Resetting Steam client state
Restarting sessions or rebooting
Clearing Android logcat before capture
Arbitrary SSH or Steam RPC
Arbitrary ADB shell commands
Call the tool once without a token to get a requires_confirmation response. Re-run with the returned confirmation_token to execute the same operation.
Notes
The installed Windows client currently ships Python 3.14 bytecode. This package does not require importing that bytecode. It uses Valve-compatible HTTP/SSH/rsync behavior directly, and can also use a source checkout when one is configured.
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