gdevelop-mcp-server
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., "@gdevelop-mcp-serverOpen project game.json and build preview for main scene"
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.
GDevelop MCP Server
This package gives Codex a local control plane for the existing GDevelop
exporter. It does not reimplement the game runtime: libGD.js loads a project,
gd.Exporter generates a GDJS preview, and a loopback-only HTTP server exposes
the generated files to a browser. See ARCHITECTURE.md for
the C++/Wasm, MCP, AI, and browser Runtime boundaries.
This is an independent, unofficial integration. GDevelop and its logo are the property of their respective owner.
Tools
open_projectloads a project JSON file and returns a session ID and scenes.build_previewexports one scene, serves it, and returns an HTTP URL.get_preview_statuslists or inspects preview sessions.stop_previewstops the server and removes that preview's temporary files.close_projectstops related previews and releases the Wasm project handle.
Related MCP server: Godot MCP
Install and run
git clone https://github.com/982945902/gdevelop-mcp-server.git
cd gdevelop-mcp-server
npm ci
npm startThe MCP server uses GDevelop's existing engine artifacts rather than vendoring
them. Point GDEVELOP_ROOT at a prepared GDevelop source checkout and the
server auto-detects artifacts in this order:
locally built
Binaries/embuild/GDevelop.js/libGD.js, then the IDE-importednewIDE/app/node_modules/libGD.js-for-tests-only/index.jsornewIDE/app/public/libGD.js;newIDE/app/resources/GDJS, thennewIDE/app/node_modules/GDJS-for-web-app-only.
For a fresh GDevelop checkout, prepare the same artifacts used by the editor:
git clone https://github.com/4ian/GDevelop.git
cd GDevelop/newIDE/app
npm installThe app's postinstall installs GDJS dependencies, downloads the matching
prebuilt libGD.js, and builds the GDJS Runtime and extensions. A locally built
Binaries/embuild/GDevelop.js/libGD.js takes precedence when present.
Alternatively, set GDEVELOP_LIBGD_PATH and GDEVELOP_GDJS_ROOT explicitly
when using artifacts from another build or a packaged GDevelop distribution.
Explicit paths take precedence over GDEVELOP_ROOT. Set
GDEVELOP_LOAD_EXTENSIONS=false only for focused tests whose projects do not
use standard GDJS object/behavior extensions.
Codex configuration
Put this in a trusted project's .codex/config.toml, using absolute paths:
[mcp_servers.gdevelop]
command = "node"
args = ["/absolute/path/to/gdevelop-mcp-server/src/index.js"]
[mcp_servers.gdevelop.env]
GDEVELOP_ROOT = "/absolute/path/to/GDevelop"The same block is available in codex.config.toml.example.
Restart Codex after changing MCP configuration. The intended loop is:
Call
open_projectwith the game JSON path.Call
build_previewwith the returnedprojectIdand an optional scene.Open the returned URL with Codex's browser capability to inspect, screenshot, and debug the generated runtime.
Call
stop_preview, thenclose_project, when finished.
The server binds only to 127.0.0.1 and uses a random port. Export jobs are
serialized because the shared C++/Wasm platform and extension registries are
process-global. For remote deployment, add a Streamable HTTP transport plus
authentication and per-user process/session isolation; do not expose this local
stdio server directly to the public internet.
Verification
Fast tests use an in-process fake exporter but exercise the actual MCP protocol, HTTP server, lifecycle cleanup, and path traversal protection:
npm testRun the opt-in test with real, matching GDevelop artifacts and a project:
GDEVELOP_LIBGD_PATH=/absolute/path/to/libGD.js \
GDEVELOP_GDJS_ROOT=/absolute/path/to/built/GDJS \
GDEVELOP_TEST_PROJECT=/absolute/path/to/game.json \
npm run test:runtimeThis server cannot be installed
Maintenance
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