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MiloLug

LLMMO Game Server

by MiloLug

LLMMO Game Server

MCP server for LLM-driven text game state management. Exposes tools for managing players, locations, items, entities, and abstract concepts via the MCP protocol.

Built with FastAPI, FastMCP, Python 3.14.

Setup

cp .env.example .env  # adjust if needed
docker compose up --build app

Local

uv sync
uvicorn llmmo.main:app --reload --host 0.0.0.0 --port 8111

Related MCP server: DMCP

Configuration

Environment variables (.env):

Variable

Default

Description

BACKEND__RUN__HOST

localhost

Server host

BACKEND__RUN__PORT

8111

Server port

BACKEND__DB__BASE_PATH

.state

Game state storage directory

BACKEND__CORS__ORIGINS

["http://localhost:8111"]

Allowed CORS origins

BACKEND__CORS__CREDENTIALS

true

Allow credentials

BACKEND__CORS__METHODS

["*"]

Allowed HTTP methods

BACKEND__CORS__HEADERS

["*"]

Allowed headers

Authentication

  1. Register at GET /register or POST /register

  2. Get an API key via POST /auth/api-keys (JSON: {"username": "...", "password": "..."})

  3. Use the key as a Bearer token for MCP endpoints: Authorization: Bearer <api_key>

Each user gets isolated game state stored in .state/<username_hash>/.

MCP Endpoint

MCP server is mounted at /mcp. Connect your MCP client to http://localhost:8111/mcp.

Data Model

  • Player — name, inventory (item_id -> quantity), current location

  • Location — name, description

  • Item — name, description (global, referenced by players)

  • Entity — name, description, optional location (NPCs, objects, monsters)

  • Abstract — name, description (events, topics, lore — not tied to locations)

All IDs are UUIDs. State is persisted as JSON files per user.

Development

uv sync --all-groups  # install dev deps

Before commit: ruff (lint/format), mypy (type check).

A
license - permissive license
Not graded
quality - not tested
F
maintenance

Maintenance

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

Resources

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