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Glama

RPG MCP Server

An immersive Role-Playing Game server built on the Model Context Protocol (MCP), designed to work with AI assistants like Claude to create interactive storytelling experiences.

Features

🎮 Game Tools

The server provides 7 core tools for building and managing RPG games:

  1. createGame - Initialize a new RPG game

    • Set up initial game state (characters, world, inventory, etc.)

    • Auto-generates unique game ID

  2. updateGame - Update game state

    • Supports nested field paths (e.g., characters[0].level, world.location)

    • Real-time change tracking with Delta system

    • Game Over Support: If a state update results in game over (e.g., HP reaches 0, bad ending), set isGameOver=true and provide a gameOverReason. The server will return a special Game Over UI with an empathetic explanation and suggestions for improvement.

  3. getGame - Retrieve current game state

    • Access complete game state at any time

  4. progressStory - Advance the narrative

    • Record current situation and events

    • Manage narrative flow

  5. promptUserActions - Present action choices to users

    • Dynamic Choices: Always present 2-4 options that mix positive and negative outcomes for dynamic, engaging gameplay. Each option should have distinct consequences and risk/reward tradeoffs.

    • Generate interactive UI

    • Web-based action selection interface

  6. selectAction - Process user selections

    • Apply chosen actions to game state

    • Automatically record game history

  7. selectRestart - Restart the game after game over

    • Called when player clicks Restart button on Game Over screen

    • Provides game summary and context for creating a new game

    • AI agent receives guidance to create a contextually relevant new adventure

🎯 User Interaction

Basic Game Flow

createGame → progressStory → promptUserActions → selectAction → updateGame → progressStory → ...

Game Over & Restart Flow

When a game ends (e.g., character HP reaches 0 or story reaches an ending):

updateGame (isGameOver=true) → Game Over UI displayed →
User clicks Restart button → selectRestart →
AI creates new game with context → progressStory → ...

The restart flow includes:

  • Context Preservation: Previous game summary is provided to the AI

  • AI-Suggested Continuation: AI can create thematically related or evolved adventures

  • One-Click Restart: No manual intervention needed from the player

  • Empathetic Messaging: Game Over screen explains what happened and suggests improvements

Interactive UI

  • Web-based Selection Interface: Beautiful UI automatically generated with story progression

  • Real-time Change Display: Visual feedback for recent changes via Delta system

  • Game Over Screen: When the game ends, a special UI explains why, what could have been done differently, and includes a Restart button

  • Game History: Automatically saves last 10 situation-choice records

  • Restart Button: Interactive button on Game Over screen that triggers selectRestart tool

Example Game Scenario

// 1. Create Game
{
  "title": "Wizard's Adventure",
  "characters": [
    {"name": "Elara", "level": 1, "hp": 100, "mp": 50, "class": "Wizard"}
  ],
  "world": {"location": "Magic Academy", "time": "morning", "weather": "sunny"},
  "inventory": [{"name": "Magic Staff", "type": "weapon"}]
}

// 2. Progress Story
"Elara discovers an ancient spellbook in the academy library..."

// 3. Present Choices (always mix positive/negative outcomes)
[
  "Read the spellbook (may gain power, but risk a curse)",
  "Tell the professor (safe, but lose a chance for secret knowledge)",
  "Leave it where it is (avoid risk, but miss opportunity)",
  "Try to sell it secretly (potential reward, but risk being caught)"
]

// 4. Update game state after user selection
"characters[0].hp": 0, // triggers game over
"isGameOver": true,
"gameOverReason": "Elara triggered a powerful curse from the spellbook and lost all HP. If you had chosen to consult the professor or left the book alone, you might have avoided this fate."

Related MCP server: MCP Think

MCP Client Requirements

Essential Requirements

  • MCP Protocol Support: MCP SDK 0.5.0 or higher

  • MCP-UI Integration: HTML resource rendering support

  • Tool Execution: Ability to execute all 6 game tools

  • Claude Desktop (officially supported)

  • MCP-UI compatible clients

  • Alternative: synaptic-flow and other MCP-UI compatible clients

Claude Desktop Setup

Step 1: Locate Configuration File

Platform-specific config file locations:

  • macOS: ~/Library/Application Support/Claude/claude_desktop_config.json

  • Windows: %APPDATA%/Claude/claude_desktop_config.json

  • Linux: ~/.config/Claude/claude_desktop_config.json

Step 2: Edit Configuration File

{
  "mcpServers": {
    "rpg-game-server": {
      "command": "npx",
      "args": ["rpg-mcp-server"],
      "env": {
        "NODE_ENV": "production"
      }
    }
  }
}

Step 3: Restart Claude Desktop

Completely quit and restart Claude Desktop to apply the configuration.

Step 4: Test the Setup

Hi! Can you create a fantasy RPG game for me?

Installation & Usage

npm install -g rpg-mcp-server

Local Development

git clone <repository-url>
cd rpg-mcp-server
npm install
npm run build
npm start

Testing with MCP Inspector

npm run inspector

Technology Stack

  • TypeScript - Type safety and developer experience

  • MCP SDK - Model Context Protocol implementation

  • MCP-UI - Interactive web UI generation

  • Node.js - Runtime environment

System Requirements

  • Node.js 18.0.0 or higher

  • npm 9.0.0 or higher

  • MCP-compatible client

License

MIT License - see LICENSE file for details.

Available Tools

7 tools
createGameA

Create a new RPG game with complete initial state. Returns the created game with assigned gameId. Use updateGame or progressStory next to continue the game flow.

ParametersJSON Schema
NameRequiredDescriptionDefault
initialStateInJsonYesComplete game state object. Must include title, characters array, and game world settings. Example: {"title": "Fantasy Adventure", "characters": [{"name": "Hero", "level": 1, "hp": 100}], "world": {"location": "Village", "time": "morning"}}

TDQS

A4/5.0
Behavior3/5

Does the description disclose side effects, auth requirements, rate limits, or destructive behavior?

With no annotations provided, the description carries the burden of behavioral disclosure. It states that the tool creates a game and returns it with a gameId, but does not mention any side effects, permissions, rate limits, or potential failures. The behavioral transparency is adequate but not thorough.

Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.

Conciseness5/5

Is the description appropriately sized, front-loaded, and free of redundancy?

The description is two sentences, front-loaded with the core purpose, and the second sentence adds valuable next-step guidance. Every sentence serves a clear function with no extraneous content.

Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.

Completeness4/5

Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?

Given the absence of an output schema, the description adequately explains the return value (created game with gameId). It also mentions next steps. However, it does not cover error scenarios or constraints beyond the schema. Overall, it is fairly complete for a creation tool.

Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.

Parameters3/5

Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?

Schema coverage is 100% and the schema already includes a detailed description and example for initialStateInJson. The description adds only a generic 'complete initial state' phrase, providing little extra semantic value beyond the schema.

Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.

Purpose5/5

Does the description clearly state what the tool does and how it differs from similar tools?

The description clearly states the verb 'Create' and the resource 'new RPG game', and specifies that it returns the game with an assigned gameId. It distinguishes from siblings like updateGame and progressStory by implying this is the initial creation step.

Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.

Usage Guidelines4/5

Does the description explain when to use this tool, when not to, or what alternatives exist?

The description provides explicit next-step guidance: 'Use updateGame or progressStory next to continue the game flow.' This helps the agent understand the tool's place in the workflow, though it lacks any when-not-to-use or prerequisite information.

Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.

getGameA

Retrieve the complete current state of a game by its ID. Use this tool anytime to inspect the game state.

ParametersJSON Schema
NameRequiredDescriptionDefault
gameIdYesID of the game to retrieve

TDQS

A4/5.0
Behavior3/5

Does the description disclose side effects, auth requirements, rate limits, or destructive behavior?

With no annotations, the description carries the burden. It states it retrieves state, implying idempotency, but does not mention side effects, rate limits, or auth requirements. Minimal but adequate for a simple read operation.

Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.

Conciseness5/5

Is the description appropriately sized, front-loaded, and free of redundancy?

Two sentences with zero wasted words. First sentence defines action and resource, second sentence provides usage context. Highly efficient and front-loaded.

Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.

Completeness4/5

Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?

For a single-parameter retrieval tool, the description adequately covers its purpose and when to use it. It doesn't specify output format, but given no output schema, 'complete current state' sets reasonable expectations. Slightly vague but sufficient.

Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.

Parameters3/5

Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?

Schema coverage is 100% with 'gameId' described as 'ID of the game to retrieve'. The description adds 'by its ID', reinforcing the schema, but no additional semantic value beyond what the schema provides.

Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.

Purpose5/5

Does the description clearly state what the tool does and how it differs from similar tools?

The description clearly states the verb 'Retrieve' and the resource 'complete current state of a game by its ID'. This effectively distinguishes it from sibling tools like createGame and updateGame, which are write operations.

Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.

Usage Guidelines4/5

Does the description explain when to use this tool, when not to, or what alternatives exist?

The description explicitly says 'Use this tool anytime to inspect the game state', providing clear when-to-use context. However, it lacks explicit when-not-to-use guidance or alternatives, though the sibling list implies the read-only role.

Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.

progressStoryA

Advance the game narrative and set the current story progress. This tool should be called after createGame or updateGame. Use promptUserActions next to present choices to the user.

ParametersJSON Schema
NameRequiredDescriptionDefault
gameIdYesID of the game to progress
progressYesDescription of the current story progress or event. Should describe what happens next in the narrative.

TDQS

A3.9/5.0
Behavior2/5

Does the description disclose side effects, auth requirements, rate limits, or destructive behavior?

No annotations exist, and the description does not disclose behavioral traits like whether progress is saved, destructive effects, or auth requirements, leaving the agent with minimal safety context.

Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.

Conciseness5/5

Is the description appropriately sized, front-loaded, and free of redundancy?

Two short, front-loaded sentences with zero redundancy. Efficient and clear.

Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.

Completeness3/5

Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?

Adequate for a simple tool but lacks output description or behavioral detail, which is needed since no annotations or output schema exist.

Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.

Parameters3/5

Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?

Schema coverage is 100%, so parameters are already defined. Description adds minor clarification ('should describe what happens next') but is not essential beyond schema.

Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.

Purpose5/5

Does the description clearly state what the tool does and how it differs from similar tools?

Clearly states the verb 'advance' and resource 'game narrative', and distinguishes from siblings like createGame (creation) and promptUserActions (presenting choices).

Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.

Usage Guidelines5/5

Does the description explain when to use this tool, when not to, or what alternatives exist?

Explicitly says to call after createGame or updateGame and to use promptUserActions next, providing clear sequential guidance.

Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.

promptUserActionsA

Present the user with 2-4 meaningful action options that MIX POSITIVE AND NEGATIVE OUTCOMES for dynamic, engaging gameplay. Each option should offer distinct consequences and risk/reward tradeoffs. This tool should be called after progressStory to complete the story cycle and wait for user input. Use selectAction next after the user selects an option.

IMPORTANT: Create options that vary in approach and consequences:

  • Include both favorable and unfavorable outcome possibilities

  • Offer cautious vs risky strategies

  • Provide different character alignment choices

  • Ensure options feel contextually relevant to the current situation

ParametersJSON Schema
NameRequiredDescriptionDefault
gameIdYesID of the game to prompt
optionsYesList of 2-4 action options with mixed positive/negative consequences. Each option should: - React to the current story situation - Have distinct potential outcomes (some favorable, some risky/unfavorable) - Range from cautious to daring approaches - Align with character abilities and game state Example: ["Approach the stranger cautiously and chat (might gather info or be deceived)", "Attack preemptively (risky but decisive)", "Search for another route (safer but takes time)", "Hide and observe (tactical but limits information)"]

TDQS

A4.5/5.0
Behavior4/5

Does the description disclose side effects, auth requirements, rate limits, or destructive behavior?

No annotations provided, so description bears full burden. It explains that the tool presents options and waits for user input, completing the story cycle. It does not disclose side effects or return behavior, but the context of a game interaction makes this acceptable. Slight gap in describing what happens after user selection.

Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.

Conciseness4/5

Is the description appropriately sized, front-loaded, and free of redundancy?

The description is well-structured with a clear opening sentence and bullet-like guidance. It is front-loaded and every sentence adds value, though slightly verbose with repeated emphasis on mixing outcomes. Could be tightened without losing meaning.

Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.

Completeness3/5

Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?

The description explains the role in the game loop but omits what the tool returns (e.g., user selection indication). With no output schema, this gap affects completeness. However, the sequence of tools is hinted at, partially mitigating the issue.

Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.

Parameters5/5

Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?

Schema coverage is 100%, yet the description adds substantial meaning beyond the schema, especially for the 'options' parameter. It provides concrete examples, mixing rules, and alignment guidance, enabling the AI to craft appropriate options.

Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.

Purpose5/5

Does the description clearly state what the tool does and how it differs from similar tools?

The description clearly states the verb 'Present' and the resource 'user with action options'. It distinguishes from siblings by specifying it should be called after progressStory and before selectAction, and by defining the unique requirement of mixing positive and negative outcomes.

Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.

Usage Guidelines5/5

Does the description explain when to use this tool, when not to, or what alternatives exist?

Explicitly states when to use ('after progressStory') and what to use next ('selectAction'). Provides detailed guidance on constructing options with varied consequences, strategies, and alignments, making it clear how and when to invoke this tool.

Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.

selectActionA

Process the user's selected action from the UI and continue the game flow. This tool should be called after promptUserActions when the user makes a selection. Use updateGame next to reflect the result of the action.

ParametersJSON Schema
NameRequiredDescriptionDefault
gameIdYesID of the game
selectedOptionYesThe option text user selected
selectedIndexYesIndex of selected option (0-based)

TDQS

A3.7/5.0
Behavior2/5

Does the description disclose side effects, auth requirements, rate limits, or destructive behavior?

No annotations provided, and the description lacks details about side effects (e.g., whether it's a write operation, changes game state, or requires specific permissions). 'Process' is vague.

Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.

Conciseness5/5

Is the description appropriately sized, front-loaded, and free of redundancy?

Two sentences, no fluff, front-loaded with purpose and flow information.

Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.

Completeness3/5

Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?

While the flow with siblings is clear, the description lacks details on return values, error handling, or what 'continue the game flow' entails. No output schema to compensate.

Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.

Parameters3/5

Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?

Schema coverage is 100% with descriptions for all three parameters, so baseline is 3. The description adds no extra meaning beyond what the schema provides.

Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.

Purpose5/5

Does the description clearly state what the tool does and how it differs from similar tools?

Clearly states it processes user selection from UI and continues game flow, and distinguishes from sibling tools like promptUserActions and updateGame by specifying the sequence.

Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.

Usage Guidelines4/5

Does the description explain when to use this tool, when not to, or what alternatives exist?

Explicitly instructs to call after promptUserActions and to use updateGame next, providing clear context for when to use this tool and what to do after.

Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.

selectRestartB

Restart the game after game over. Retrieves final game state summary and instructs to create a new game. This should be called when the player clicks the Restart button on the Game Over screen.

ParametersJSON Schema
NameRequiredDescriptionDefault
gameIdYesID of the ended game

TDQS

B3.4/5.0
Behavior2/5

Does the description disclose side effects, auth requirements, rate limits, or destructive behavior?

No annotations provided, so description must fully disclose behavior. It mentions retrieving a summary and instructing to create a new game but does not clarify side effects, authorization needs, or rate limits. The mixed read/instruction nature is ambiguous.

Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.

Conciseness4/5

Is the description appropriately sized, front-loaded, and free of redundancy?

Two sentences with front-loaded main action. Efficient and easy to parse, though could benefit from slightly more structure (e.g., separating output and side effects).

Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.

Completeness3/5

Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?

Given no output schema and no annotations, the description is adequate for a simple tool but lacks details on what the 'final game state summary' contains and how the instruction to create a new game is executed. Sibling tools (createGame) hint at the workflow, but more clarity would help.

Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.

Parameters3/5

Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?

Schema description coverage is 100% for the single parameter gameId, so baseline is 3. The description adds no additional meaning beyond the schema's 'ID of the ended game'.

Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.

Purpose4/5

Does the description clearly state what the tool does and how it differs from similar tools?

Description clearly states the tool restarts the game after game over and retrieves a final game state summary. It distinguishes itself from siblings like createGame by not actually creating a new game but instructing to do so. However, the exact scope of 'instructs' is slightly ambiguous.

Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.

Usage Guidelines4/5

Does the description explain when to use this tool, when not to, or what alternatives exist?

Explicitly specifies when to use ('when the player clicks the Restart button on the Game Over screen'). No mention of when not to use or alternatives, but the context is clear.

Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.

updateGameA

Update a specific field in the game state and return the complete updated game state. Supports nested property updates using path notation. If the update results in game over (e.g., character HP reaches 0, story reaches bad ending), set isGameOver=true. Use progressStory next to advance the narrative.

ParametersJSON Schema
NameRequiredDescriptionDefault
gameIdYesID of the game to update
fieldSelectorYesPath to the field to update. Examples: 'characters[0].level', 'world.time', 'player.stats.hp', 'characters[1].favorability'
valueYesNew value to set (supports all types: string, number, object, array, boolean, null)
isGameOverNoSet to true if this update results in game over condition (e.g., character death, bad ending reached)
gameOverReasonNoExplanation of why the game ended when isGameOver is true. Should be empathetic and include what could have been done differently.

TDQS

A4.2/5.0
Behavior3/5

Does the description disclose side effects, auth requirements, rate limits, or destructive behavior?

With no annotations, the description bears the full burden. It discloses key behaviors: returns complete updated state, supports nested updates via path notation, and manages game over flags. However, it omits details like persistence, authorization, or atomicity, leaving some behavioral gaps.

Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.

Conciseness5/5

Is the description appropriately sized, front-loaded, and free of redundancy?

The description is three sentences, front-loaded with the primary action, and efficiently covers purpose, key behavior, and sibling guidance without superfluous detail.

Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.

Completeness4/5

Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?

Given no output schema, the description appropriately states it returns the complete updated state. It also covers game over conditions and references a sibling tool. Minor gaps exist (e.g., not mentioning update limits), but for a moderate-complexity tool it is reasonably complete.

Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.

Parameters4/5

Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?

Schema coverage is 100%, but the description adds value beyond schema by explaining nested path notation with examples and clarifying the roles of isGameOver and gameOverReason. This elevates it above the baseline of 3.

Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.

Purpose5/5

Does the description clearly state what the tool does and how it differs from similar tools?

The description clearly states 'Update a specific field in the game state' and distinguishes itself from sibling tools like progressStory by noting when to use that instead. It provides a specific verb and resource with clarification on scope.

Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.

Usage Guidelines4/5

Does the description explain when to use this tool, when not to, or what alternatives exist?

The description gives guidance on when to set isGameOver and explicitly mentions using progressStory for narrative advancement, providing context for tool selection. However, it does not cover when to use updateGame versus getGame or createGame, though those are distinct.

Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.

Tool Schema Changelog

Recent tool additions, removals, and schema changes observed during successful MCP inspections. Dates show when Glama detected each change.

  1. 7 tool updatesv1.3.2
    • First observedcreateGame
    • First observedgetGame
    • First observedprogressStory
    • First observedpromptUserActions
    • First observedselectAction
    • First observedselectRestart
    • First observedupdateGame

TDQS

A4.2/5.0
Disambiguation5/5

Each tool has a distinct, non-overlapping purpose: createGame initializes, getGame retrieves state, progressStory advances narrative, promptUserActions presents choices, selectAction processes user input, selectRestart handles restart, and updateGame modifies state. No ambiguity between tools.

Naming Consistency5/5

All tool names follow a consistent camelCase verb_noun pattern (e.g., createGame, progressStory, promptUserActions). Names are descriptive and predictable.

Tool Count5/5

With 7 tools, the set is well-scoped for an RPG server, covering essential operations (create, read, update, progression, user interaction, restart) without unnecessary bloat or gaps.

Completeness5/5

The tools form a complete lifecycle: create → progress → prompt → select → update → (loop or restart). All necessary stages for dynamic narrative gameplay are present, and the flow is clearly documented.

Maintenance

ActivityInactive
ResponsivenessNo issues

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