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antics-gg

antics-mcp

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by antics-gg

antics-mcp

Multiplayer for your game, in one prompt. An MCP server that lets an AI agent generate a web game and deploy it to a playable multiplayer URL — rooms, live state sync, and leaderboards — inside a single conversation.

AI can write a whole game as one HTML file, but it can't stand up a server, so everything it builds is single-player. antics-mcp is the missing piece: your agent writes the game, calls one tool, and hands you back a link your friends can open. No backend, no player accounts.

antics.gg · full API in one file: antics.gg/llms.txt

Install

Claude Code:

claude mcp add antics -- npx -y antics-mcp

Claude Desktop / Cursor / any MCP client — add to your MCP config (claude_desktop_config.json, Cursor's mcp.json, etc.):

{
  "mcpServers": {
    "antics": {
      "command": "npx",
      "args": ["-y", "antics-mcp"]
    }
  }
}

Then just ask: “Make a 2-player game and deploy it.” The agent writes it, calls deploy_game, and returns a playable URL — no copy-paste, no site visit, no login.

Related MCP server: chatpipe-mcp

Tools

Tool

What it does

Login?

deploy_game

Deploy a single HTML game file → returns a playable multiplayer URL. Keyless (ephemeral room) unless given a projectId.

No

create_project

Create a project; returns its id, publishable key (pk_), and secret key (sk_, shown once).

Yes

get_leaderboard

Read a project's leaderboard (top scores).

Yes

list_projects

List your projects.

Yes

deploy_game works without any login — it returns an ephemeral, keyless URL you can share immediately (rooms hold 8 players and last 24h). To persist links + leaderboards and raise the limits, sign in once with npx antics-cli login (GitHub), then the owner-scoped tools unlock and deploy_game can target a project.

How the multiplayer works

Your agent doesn't need to know any of this up front — antics.gg/llms.txt is the complete API in one file, written so an LLM can integrate it one-shot. In brief: a game calls joinRoom({}), shared room state is host-authoritative with per-player slices, writes coalesce to ~20 Hz, and a leaderboard is one submitScore() call. The deployed game runs at a /r/<code> URL with an invite link + QR built in.

Install Server
A
license - permissive license
A
quality
C
maintenance

Maintenance

Maintainers
Response time
Release cycle
Releases (12mo)
Commit activity

Resources

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