mcp-defold
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-defoldbuild and launch my game, press space, then show screen"
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-defold
MCP server for driving Defold games through an in-game debug bridge. An MCP client can build the game, launch it, start a run, press inputs, and read the screen, state, and logs. Enough to playtest.
I built it because tests and simulators kept passing on builds of my own games that were actually broken or unplayable. Making the agent play the real build caught what they missed.
Tools
Tool | What it does |
| Build with the bridge enabled and launch, detached. Returns when the bridge answers. |
| Quit the running game cleanly. |
| Skip the front-end (title/chargen) and begin a run. |
| Press input triggers in order, then return the screen. |
| The current screen as a composed text frame. |
| Compact game-state JSON (fields are game-defined). |
| Tail of the game's mirrored debug log. |
| Raw passthrough for game-specific bridge commands. |
| Run the project's headless test suite, if configured. |
Related MCP server: mcp-rn-devtools
Install
git clone https://github.com/haksanlulz/mcp-defold
cd mcp-defold
npm install
cp projects.example.json projects.json # register your gameRuns directly with tsx; no build step. Requires Node 18+ and PowerShell 7 (pwsh, cross-platform) for the run scripts.
Use it from an MCP client
{
"mcpServers": {
"defold": {
"command": "npx",
"args": ["tsx", "/absolute/path/to/mcp-defold/index.ts"]
}
}
}Env: MCP_DEFOLD_PROJECTS overrides the registry path; MCP_DEFOLD_DEFAULT picks the default project.
What your game has to provide
Two things, both on the game side (this server is just the client):
An in-game bridge: newline-delimited JSON over localhost TCP answering
ping/screen/state/input/start/log/quit. Protocol in PROTOCOL.md; working skeleton in example/bridge.lua. Gate it behind a debug flag so it never ships in release builds.A run script: builds with the bridge compiled in, launches the engine detached, prints
bridge LIVE on <port>.
The screen is text on purpose: compose whatever view carries your game's state (an ASCII map + HUD for a roguelike, a score readout for an arcade game).
Limitations
Screens are text frames composed by the game's bridge; there are no pixel screenshots.
defold_inputpresses and releases each trigger; nothing can be held down.Bridge input drives the in-game controller, not the GUI front-end;
defold_startexists because injected input can't get past menus.Run and test scripts are invoked through
pwsh; there is no other runner.
Develop
npm test # vitest: tool handlers against a fake in-process bridge (no Defold needed)
npm run smoke # spawn the real server over stdio and exercise its error paths (offline)
npm run typecheckAI assistance
This project was built with AI assistance (Claude). Correctness was established by the test suite (tool handlers driven end-to-end through a real MCP client against a fake in-process bridge that speaks the actual wire protocol, plus failure-path tests for the TCP layer), an offline smoke run that spawns the real server over stdio and checks its error paths (npm run smoke), and playtesting my own games with it. I review the code and am responsible for it.
License
MIT © Abishai James. Defold is a trademark of the Defold Foundation; this project is unofficial.
This server cannot be installed
Maintenance
Resources
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Looking for Admin?
If you are the server author, to access and configure the admin panel.
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