gamedev-mcp-server
by sbenson2
README.md
# GameDev MCP Server
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**Your AI forgets everything mid-project. Give it permanent game development knowledge.**
GameDev MCP Server is a knowledge layer for AI coding assistants. It provides 140+ curated game development docs โ design patterns, architecture guides, engine-specific implementation details โ delivered through [MCP](https://modelcontextprotocol.io) so your AI assistant never loses context on how to build games.
> Works with **Claude Code**, **Claude Desktop**, **Cursor**, **Windsurf**, **Cline**, and any MCP-compatible tool.
## The Problem
Every game dev using AI hits the same wall: your assistant starts strong, then forgets your architecture mid-session. It suggests deprecated APIs. It doesn't know the difference between a state machine and a behavior tree. It writes Unity 5 code when you're on Unity 6.
**GameDev MCP Server solves this** by giving your AI a persistent, searchable knowledge base of curated game dev expertise โ not raw docs, but structured implementation guidance that actually helps you build.
## What's Inside
| Category | Examples | Docs |
|----------|----------|------|
| ๐ฎ **Game Design** | Genre systems, game feel, balancing, progression | 12 |
| ๐๏ธ **Architecture** | ECS, state machines, scene management, signals | 18 |
| ๐ป **Programming** | Design patterns, data structures, algorithms | 15 |
| ๐ฏ **Engine Guides** | MonoGame (78 guides), Godot (11 docs), Unity (planned) | 89+ |
| ๐ง **Core Concepts** | Camera, physics, pathfinding, networking, combat, particles, UI | 19 |
| ๐ **Project Mgmt** | Scope control, sprint planning, art pipeline | 7 |
**140+ docs. 4MB+ of curated knowledge. Zero external dependencies.**
## Quick Start
```bash
npx gamedev-mcp-server
```
That's it. No install required. Add it to your MCP config and your AI has instant game dev knowledge.
### Claude Code
```bash
claude mcp add gamedev -- npx -y gamedev-mcp-server
```
### Claude Desktop / Cursor / Windsurf / Cline
Add to your MCP config file:
```json
{
"mcpServers": {
"gamedev": {
"command": "npx",
"args": ["-y", "gamedev-mcp-server"]
}
}
}
```
Config file locations:
- **Claude Desktop:** `claude_desktop_config.json`
- **Cursor:** `.cursor/mcp.json`
- **Windsurf:** `~/.windsurf/mcp.json`
- **Cline:** VS Code settings โ Cline MCP Servers
## Engine Modules
GameDev MCP Server uses a modular architecture. Core knowledge (design, patterns, algorithms) is always available. Engine-specific modules add implementation guides for your stack.
| Module | Status | Docs | Description |
|--------|--------|------|-------------|
| `core` | โ
Stable | 52 | Engine-agnostic game dev knowledge |
| `monogame-arch` | โ
Stable | 78 | MonoGame + Arch ECS โ guides G1โG69, architecture, library reference |
| `godot-arch` | ๐ง Active | 11 | Godot 4.4+ โ architecture, GDScript/C#, scene composition, state machines, signals, input, physics, camera, tilemaps, animation |
| `unity-arch` | ๐ Planned | โ | Unity 6 โ URP, ECS, modern patterns |
| `bevy-arch` | ๐ Planned | โ | Bevy ECS โ Rust game dev |
Modules are auto-discovered. To filter which modules load:
```json
{
"env": {
"GAMEDEV_MODULES": "monogame-arch,godot-arch"
}
}
```
Without `GAMEDEV_MODULES`, all available modules load automatically.
## MCP Tools
| Tool | Description |
|------|-------------|
| Tool | Description |
|------|-------------|
| **`search_docs`** | Full-text search across all docs with TF-IDF ranking, category/module/engine filters, cross-engine grouping |
| **`get_doc`** | Fetch a doc by ID with optional `section` extraction and `maxLength` for context efficiency |
| **`list_docs`** | Browse docs by category and module, with compact `summary` mode |
| **`list_modules`** | Discover available engine modules and their status |
| **`compare_engines`** | Compare how different engines approach the same topic (e.g., camera, physics, input) |
| **`random_doc`** | Discover docs serendipitously โ great for exploration and learning |
| **`genre_lookup`** | Genre โ required systems mapping (platformer, roguelike, tower defense, etc.) |
| **`session`** | Dev session co-pilot โ structured workflows for planning, debugging, scoping |
| **`license_info`** | Show current tier and features |
### Context-Efficient by Design
Unlike tool-heavy MCP servers that dump 50K+ tokens of schemas into your context window, GameDev MCP Server is built for precision:
- **Section extraction** โ `get_doc("G64", section: "Knockback")` returns just the knockback section, not the full 52KB doc
- **`maxLength` param** โ Cap any response to fit your context budget
- **9 focused tools** โ Minimal schema overhead, maximum utility. Compare to Godot MCP servers with 95+ tools burning half your context on schema alone
- **stdio transport** โ No network exposure, no attack surface ([MCP security is a real concern](https://www.bleepingcomputer.com/news/security/over-7-000-exposed-mcp-servers-reveal-widespread-security-risks/))
## Free vs Pro
The server works fully out of the box with a generous free tier.
| Feature | Free | Pro |
|---------|------|-----|
| Core docs (design, patterns, algorithms) | โ
| โ
|
| Search | Core docs | All modules |
| Engine modules (MonoGame, Godot, etc.) | โ | โ
|
| Session co-pilot | โ | โ
|
| Genre lookup | Summary | Full details |
| `get_doc` section extraction | โ
| โ
|
**Pro** unlocks engine-specific implementation guides โ the stuff that turns "I know game design theory" into "here's exactly how to build it in Godot/MonoGame/Unity."
Get a Pro license โ [gamedev-mcp.lemonsqueezy.com](https://gamedev-mcp.lemonsqueezy.com)
### License Setup
Add your key to the MCP config:
```json
{
"env": {
"GAMEDEV_MCP_LICENSE": "your-license-key"
}
}
```
Or create `~/.gamedev-mcp/license.json`:
```json
{ "key": "your-license-key" }
```
The server validates on startup, caches for 24h, and gracefully falls back to free tier if anything goes wrong. It never crashes.
## What Makes This Different
There are [14,000+ MCP servers](https://mcp.so) out there. Here's why this one matters for game dev:
- **Knowledge, not integration.** Godot-MCP, Unity-MCP, and Unreal-MCP give your AI buttons to press in the editor. This gives your AI *understanding* of how to architect and build games. They're complementary โ use both.
- **Cross-engine.** One server, multiple engines. Learn a pattern once in core theory, then get the engine-specific implementation. `compare_engines("camera")` shows you how Godot and MonoGame each handle it. No need to install separate MCPs per engine.
- **Curated, not scraped.** Every doc is hand-written with AI code generation in mind โ typed examples, anti-pattern warnings, decision trees, and "when to use" guidance. This isn't a docs mirror.
- **Secure by design.** stdio-only transport โ no network exposure, no open ports, no attack surface. While [7,000+ MCP servers sit exposed on the internet](https://www.bleepingcomputer.com/news/security/over-7-000-exposed-mcp-servers-reveal-widespread-security-risks/), this runs entirely local.
- **Grows with you.** New docs and engines added continuously. Your AI gets smarter over time without you changing anything.
## Genre Coverage
The `genre_lookup` tool maps any genre to its required systems with implementation priorities:
Platformer ยท Metroidvania ยท Roguelike ยท Tower Defense ยท Survival ยท RPG ยท Bullet Hell ยท Top-Down Shooter ยท Side-Scrolling ยท Fighting ยท Puzzle
Each genre profile includes: required systems, optional enhancements, suggested doc reading order, and a starter checklist.
## Development
```bash
git clone https://github.com/sbenson2/gamedev-mcp-server.git
cd gamedev-mcp-server
npm install
npm run build
npm test # 187 tests, Node.js built-in test runner
npm run dev # Watch mode
```
### Dev Mode
Skip license validation for local development:
```json
{
"env": {
"GAMEDEV_MCP_DEV": "true"
}
}
```
## Doc Structure
```
docs/
โโโ core/ # Engine-agnostic (always loaded)
โ โโโ game-design/ # Genre profiles, game feel, balancing
โ โโโ programming/ # Patterns, principles, data structures
โ โโโ concepts/ # Camera, physics, pathfinding, networking, particles
โ โโโ project-management/ # Scope, sprints, pipelines
โ โโโ ai-workflow/ # AI code generation best practices
โ โโโ session/ # Co-pilot workflow prompts
โโโ monogame-arch/ # MonoGame + Arch ECS
โ โโโ architecture/ # ECS overview, migration notes
โ โโโ guides/ # G1โG69 implementation guides
โ โโโ reference/ # Library stack, project structure
โโโ godot-arch/ # Godot 4.4+
โโโ architecture/ # Node tree philosophy, GDScript vs C# decision guide
โโโ guides/ # Scene composition, state machines, signals, input, physics, camera, tilemaps, animation
โโโ reference/ # (coming soon)
```
## MCP Resources
Docs are also available as MCP resources for clients that support them:
- `gamedev://docs/{module}/{id}` โ Any doc by module and ID
- `gamedev://prompts/session` โ Session co-pilot prompt
- `gamedev://prompts/code-rules` โ AI code generation rules
## Contributing
Found a bug? Have a doc suggestion? [Open an issue](https://github.com/sbenson2/gamedev-mcp-server/issues).
## License
MIT โ see [LICENSE](./LICENSE).
---
**Built for game devs who use AI.** Stop fighting context loss. Start building.
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