Game Asset Finder MCP
Allows indexing and searching of local game asset files with metadata from sidecar files, supporting incremental updates and SHA-256 hashing.
Enables searching for images, textures, and icon references under Creative Commons or public domain licenses.
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., "@Game Asset Finder MCPfind CC0 pixel art sprites for a dungeon crawler game"
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.
Game Asset Finder MCP
A "search-first" MCP service for game development. It queries multiple public asset sources and an optional local asset library simultaneously, unifies results from different sites into a common set of fields, and performs Chinese keyword expansion, license normalization, relevance sorting, cross-source deduplication, source diversification, caching, and cursor-based pagination.
The project is built on the current MCP TypeScript SDK v2, runs over stdio, and is suitable for Codex, ChatGPT Desktop, and other clients that support local MCP.
Design and Optimizations
The project uses a provider registry and a unified result model, with a focus on optimizing the cross-source search layer:
A single source failure does not bring down the entire search; the response explicitly marks the status of each source.
Keyword weighting and Chinese/English game term expansion improve recall for Chinese queries.
TTL/LRU caching, deduplication of identical concurrent requests, per-provider timeouts, limited retries, and
Retry-Aftersupport are implemented.Unified license filtering, canonical URL deduplication, merging of mirror sources, stable sorting, and source diversification are included.
Pagination uses
limit + nextCursorto avoid dumping a large number of results into the model context.Local indexing uses incremental scanning, SHA-256, atomic writes, root directory constraints, and symlink skipping.
The tool surface is compressed to 4 tools, reducing the chance of the agent picking the wrong tool.
Related MCP server: @codesift/mcp
Data Sources
id | Content | Credentials | License Characteristics |
| 2D, 3D, UI, audio, font asset packs | None | CC0 |
| 2D, 3D, music, sound effects | None | Varies per item |
| Free game asset listings | None | Varies per author/page |
| Images, textures, icon references | None | CC / Public Domain |
| PBR materials, HDRI, 3D | None | CC0 |
| Textures, HDRI, 3D | None | CC0 |
| Sound effects, recordings |
| Varies per item |
| Local assets in config directory | Local directory | Described by sidecar |
Any remote source may be temporarily unavailable or rate-limited. The sourceStatuses in the return value gives ok / partial / disabled / timeout / rate_limited / error for each source; other successful sources still return results.
Installation
Requires Node.js 20.18.1 or higher.
git clone https://github.com/sudoriaa/game-asset-finder-mcp.git
cd game-asset-finder-mcp
npm ci
npm run build
npm testAlternatively, you can run:
.\install.ps1Start directly:
node .\dist\index.jsstdio's standard output is the MCP JSON-RPC channel; service logs go only to standard error.
Integration with Codex
Add to ~/.codex/config.toml or a trusted project's .codex/config.toml:
[mcp_servers.game_assets]
command = "node"
args = ["C:\\path\\to\\game-asset-finder-mcp\\dist\\index.js"]
cwd = "C:\\path\\to\\game-asset-finder-mcp"
startup_timeout_sec = 30
tool_timeout_sec = 90
enabled = true
[mcp_servers.game_assets.env]
GAME_ASSET_LOCAL_ROOTS = "D:\\GameAssets;E:\\SharedAssets"
GAME_ASSET_CACHE_TTL_SECONDS = "600"If Freesound is enabled, it is recommended to forward the key from the local environment rather than writing the value into the configuration:
[mcp_servers.game_assets]
env_vars = ["FREESOUND_API_KEY"]You can also add a stdio server using the Codex CLI:
codex mcp add game-assets -- node "C:\path\to\game-asset-finder-mcp\dist\index.js"
codex mcp listAfter saving the configuration, restart the client and check the connection status with /mcp. The mcp-config.example.toml in the repository can be copied and modified directly.
MCP Tools
search_game_assets
Cross-source search. Main parameters:
{
"query": "像素风地牢角色",
"types": ["sprite", "tileset"],
"sources": ["kenney", "opengameart", "itch"],
"formats": ["png"],
"tags": ["retro"],
"license_policy": "commercial",
"include_unknown_license": false,
"limit": 12,
"refresh": false
}license_policy can be:
any: Show all results, explicitly marking unknown licenses.commercial: Keep only known commercially usable licenses; useinclude_unknown_licenseto bring back unknown items.cc0: Keep only CC0 / Public Domain Mark.no-attribution: Keep only items that are known to be commercially usable and do not require attribution.
To get the next page, put the returned nextCursor into cursor unchanged, keeping other query parameters the same. Using an old cursor after modifying query conditions will return CURSOR_QUERY_MISMATCH.
hasMore indicates whether there is a next page in the current cached candidate snapshot, not that all historical results from the remote site have been fetched; for deeper results, prioritize narrowing the keyword, type, or source range and re-search.
get_game_asset
Read the full record of an asset just searched:
{ "asset_id": "kenney:roguelike-characters" }Returns source, author, license, preview, file variants, mirror sources, match reason, and attribution text that can be directly added to credits. Remote entries are first searched, then read; local entries can also be read directly from the index.
list_asset_sources
List all providers, enabled status, supported asset types, credential requirements, cache configuration, and local index status.
index_local_assets
Scan GAME_ASSET_LOCAL_ROOTS:
{ "mode": "incremental", "max_files": 20000 }incremental reuses SHA-256 for files whose size and modification time have not changed; rebuild recomputes everything. The index is written to GAME_ASSET_DATA_DIR/local-assets.json and does not modify asset files.
Local Asset Sidecar
Place hero.png.asset.json or hero.asset.json next to hero.png:
{
"title": "Azure Knight",
"description": "32x32 pixel hero with idle and run frames",
"type": "sprite",
"tags": ["player", "knight", "pixel-art"],
"author": "Studio Name",
"author_url": "https://example.com",
"license": "CC-BY-4.0",
"license_url": "https://creativecommons.org/licenses/by/4.0/",
"source_url": "https://example.com/azure-knight"
}Local files without a sidecar can still be searched, but the license will be shown as unknown.
Environment Variables
Variable | Default | Description |
| Empty | Local asset root directories; Windows uses |
|
| Local index directory |
|
| Query cache TTL in seconds |
|
| Maximum number of query cache entries |
|
| Per-provider timeout |
|
| Maximum single remote response size |
|
| Retry count for 429/temporary errors |
|
| Default file limit for local index |
| Empty | Comma-separated provider IDs |
| Empty | Optional Freesound API key |
Development and Verification
npm run check
npm test
npm run test:unit
npm run test:mcpTests cover Chinese query expansion, type recognition, license policy, URL normalization, deduplication, cache-bust merging, partial provider failure, pagination and cursors, local incremental indexing, and tools/list / tools/call with a real stdio MCP client.
Usage Tips for Results
MCP returns asset discovery and license metadata, not a substitute for the final terms on the source page. Unknown licenses are explicitly kept as id: null; before publishing, you can narrow down with commercial, cc0, or no-attribution, and save source and attribution information from get_game_asset.
Available Tools
4 toolsget_game_assetGet game asset detailsARead-onlyIdempotent
Read the full normalized record for an asset returned by search_game_assets, including files, license guidance, alternates, and attribution text.
| Name | Required | Description | Default |
|---|---|---|---|
| asset_id | Yes | assetId returned by search_game_assets. |
TDQS
Does the description disclose side effects, auth requirements, rate limits, or destructive behavior?
Annotations already declare readOnlyHint=true and idempotentHint=true, so the agent knows it's safe. The description adds value by revealing what fields the full record includes (files, license guidance, alternates, attribution text) beyond what the simple asset_id schema implies. This behavioral context about the richness of the return data is helpful and not redundant with annotations.
Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.
Is the description appropriately sized, front-loaded, and free of redundancy?
Single sentence front-loading the purpose and result content. Every word earns its place – 'full normalized record', 'including files, license guidance, alternates, and attribution text' adds concrete value without fluff. Could not be shorter without losing meaning.
Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.
Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?
Given 1 parameter, 100% schema coverage, no output schema, and clear annotations, the description is mostly complete. It doesn't explain what 'alternates' or 'attribution text' means in detail, but the agent can infer from context. It also doesn't mention pagination or error cases, but for a simple read-retrieval tool this is acceptable.
Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.
Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?
The input schema already has 100% coverage with a well-described 'asset_id' parameter. The description adds context by stating the parameter is the assetId from search_game_assets, clarifying the origin domain and that it's not just any ID. The schema says it well, but the description reinforces the provenance.
Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.
Does the description clearly state what the tool does and how it differs from similar tools?
The description clearly states the verb 'Read', specifies the resource 'full normalized record for an asset', and distinguishes this tool from siblings by noting it operates on results from search_game_assets. It lists what's included (files, license guidance, alternates, attribution text) and contrasts with search_game_assets which returns abbreviated results.
Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.
Does the description explain when to use this tool, when not to, or what alternatives exist?
The description explicitly states 'returned by search_game_assets', telling the agent to call this tool after using its sibling. It implies this is for retrieving full details of a specific asset rather than listing or searching, but doesn't explicitly say when not to use it or what use case would require a different tool. Some guidance is provided by the sibling list context.
Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.
index_local_assetsIndex local game assetsAIdempotent
Incrementally scan GAME_ASSET_LOCAL_ROOTS, hash changed files, read optional .asset.json metadata, and atomically refresh the local search index. Symbolic links are skipped.
| Name | Required | Description | Default |
|---|---|---|---|
| mode | No | incremental | |
| max_files | No | Optional cap for this scan. |
TDQS
Does the description disclose side effects, auth requirements, rate limits, or destructive behavior?
Annotations provide readOnlyHint=false, destructiveHint=false, idempotentHint=true. The description adds concrete behavioral details: files are hashed, optional .asset.json metadata is read, symlinks are skipped, and index refresh is atomic. No contradiction with annotations.
Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.
Is the description appropriately sized, front-loaded, and free of redundancy?
Two sentences, front-loaded with the primary action. Every word adds value—no redundancy, no fluff.
Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.
Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?
The description covers the core process but omits several details: no mention of return value (no output schema), no prerequisites (e.g., configured roots), no explanation of the 'rebuild' mode, and no indication of performance or idempotency. Adequate but incomplete for a tool with no output schema.
Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.
Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?
Schema description coverage is 50% (only max_files has a description). The tool description does not add any meaning to the parameters—it doesn't explain the mode enum or clarify max_files beyond what the schema already provides. This leaves the agent without guidance on choosing mode or setting the cap.
Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.
Does the description clearly state what the tool does and how it differs from similar tools?
The description clearly states the tool's purpose: incrementally scan local asset roots, hash changed files, read metadata, and atomically refresh the search index. It uses specific verbs and resources, and is distinct from sibling tools like get_game_asset or search_game_assets.
Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.
Does the description explain when to use this tool, when not to, or what alternatives exist?
The description implies the tool is used for updating the local search index but does not explicitly state when to use it versus alternatives (e.g., rebuild vs. incremental, or when to use search_game_assets). No exclusions or prerequisites are mentioned.
Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.
list_asset_sourcesList game asset sourcesARead-onlyIdempotent
List provider ids, supported asset kinds, enablement state, local index state, and active limits.
| Name | Required | Description | Default |
|---|---|---|---|
No parameters | |||
TDQS
Does the description disclose side effects, auth requirements, rate limits, or destructive behavior?
Annotations already declare the tool as read-only, idempotent, and non-destructive. The description adds value by specifying the returned fields (e.g., enablement state, local index state), which helps the agent anticipate output. It does not cover potential edge cases like pagination or consistency guarantees, but for a zero-parameter listing, these are minor gaps.
Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.
Is the description appropriately sized, front-loaded, and free of redundancy?
A single sentence that front-loads the action ('List') and enumerates the key output fields. Every word is informative; there is no redundancy or filler.
Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.
Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?
Given the simplicity (zero params, no output schema, strong annotations), the description covers the purpose and return values well. It could explicitly state that it returns all available sources, but the lack of filtering parameters strongly implies this. Overall, it is nearly complete for the tool's complexity.
Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.
Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?
The input schema has no parameters (100% schema coverage). The description does not need to add param info. By the rubric, baseline 3 is appropriate. No additional meaning is provided beyond the schema, but none is required.
Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.
Does the description clearly state what the tool does and how it differs from similar tools?
The description uses the verb 'List' and specifies the exact fields returned (provider ids, supported asset kinds, enablement state, etc.), clearly differentiating from siblings like get_game_asset (single item retrieval) and search_game_assets (filtered search).
Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.
Does the description explain when to use this tool, when not to, or what alternatives exist?
The description implies usage for retrieving asset source metadata, but does not explicitly state when to choose this over siblings, nor does it mention prerequisites or exclusions. The context signals and sibling names provide implicit guidance, but direct usage context is absent.
Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.
search_game_assetsSearch game assetsARead-onlyIdempotent
Search enabled remote and local game-asset sources concurrently. Results are normalized, license-filtered, relevance-ranked, de-duplicated, source-diversified, cached, and cursor-paginated.
| Name | Required | Description | Default |
|---|---|---|---|
| tags | No | Optional style or content tags. | |
| limit | No | Results per page. | |
| query | Yes | What to find. Chinese and English game-development terms are accepted. | |
| types | No | Optional normalized asset kinds. | |
| cursor | No | Opaque nextCursor returned by the previous page. Keep all other query arguments unchanged. | |
| formats | No | Optional file extensions such as png, glb, wav, or zip. | |
| refresh | No | Bypass the query cache for the first page. | |
| sources | No | Provider ids from list_asset_sources. Empty means every enabled source. | |
| license_policy | No | any, commercially usable, CC0/public domain, or no-attribution only. | any |
| include_unknown_license | No | When a restrictive license policy is selected, retain results whose license is unknown. |
TDQS
Does the description disclose side effects, auth requirements, rate limits, or destructive behavior?
Annotations already declare safe and idempotent behavior (readOnlyHint, openWorldHint, idempotentHint, destructiveHint=false). The description adds significant behavioral details beyond these annotations: concurrent search, normalization, license filtering, relevance ranking, de-duplication, source diversification, caching, and cursor pagination. There is no contradiction with annotations.
Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.
Is the description appropriately sized, front-loaded, and free of redundancy?
The description is a single concise sentence that front-loads the main action ('Search enabled remote and local game-asset sources concurrently') and follows with a list of processing steps. Every word earns its place. However, the sentence is somewhat dense; breaking it into two sentences could improve readability without losing information.
Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.
Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?
Given the complexity (10 parameters, no output schema), the description explains the processing pipeline well but does not describe the structure of the returned results. Since there is no output schema, the agent would benefit from knowing what fields each asset result contains (e.g., id, name, source, url, license). The mention of cursor pagination helps, but details on the response envelope are missing.
Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.
Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?
The input schema has 100% description coverage (all 10 parameters have descriptions). The tool description itself does not add any extra parameter-level meaning beyond what the schema already provides. Therefore, the baseline score of 3 is appropriate as the description adds no additional semantic value for parameters.
Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.
Does the description clearly state what the tool does and how it differs from similar tools?
The description clearly states it searches remote and local game-asset sources concurrently, which directly contrasts with sibling tools: get_game_asset (single asset retrieval), list_asset_sources (listing providers), and index_local_assets (local indexing). The verb 'Search' and resource 'game-asset sources' are specific and unambiguous.
Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.
Does the description explain when to use this tool, when not to, or what alternatives exist?
No explicit guidance is provided on when to use this tool versus alternatives. There are no when-to-use, when-not-to-use, or prerequisite instructions. For example, it doesn't mention that the user should first use list_asset_sources to obtain provider IDs for the sources parameter, or that index_local_assets must be run beforehand to make local assets searchable.
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.
4 tool updates
v1.0.0- First observed
get_game_asset - First observed
index_local_assets - First observed
list_asset_sources - First observed
search_game_assets
TDQS
Each tool has a distinct purpose: search, get details, list sources, and index. There is no overlap in functionality, making it easy for an agent to select the right tool.
All tool names follow a consistent verb_noun pattern in snake_case (get_game_asset, list_asset_sources, search_game_assets, index_local_assets). This predictable structure aids agent understanding.
Four tools cover the essential operations for a game asset finder: search, get detail, list sources, and index local assets. The count is well-scoped for the server's stated purpose.
The tools provide a complete workflow: index local assets, search across sources, retrieve detailed records, and list source info. No obvious gaps exist for the domain of finding and retrieving game assets.
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