Steamworks Release Assistant
An MCP server that walks a game through its entire Steam release—scans the project, drafts store text, images and SDK code, checks everything against Valve's rules, and fills Steamworks only after your approval (it never publishes).
Setup & tracking:
init_project,scan_project(Unity/Godot/Unreal),status,gap_reportfor the four release gates, plusstart_interview/set_field/approve_fields/mark_appliedfor Q&A and approvals.Store page:
generatebriefs andsave_draft/validateagainst Valve's rules and an anti-copy check,preview_store, andprepare_imagesfor every capsule, library and icon image.Localization:
localization_status,localization_pending,localization_setwith BBCode/length/rule validation.Market research:
store_lookup,study_market/save_market_study,compare_games,price_brief,estimate_sales,study_reviews/save_review_study,fetch_reference,launch_watch.Code:
check_code(24 Steamworks rules with file/line/fix),integration_codefor Unity, Godot, Unreal and C++ written to.steam-mcp/exports/.Steamworks:
import_from_steamworksto fill empty fields,export_packagewith a per-field checklist, dry-run-firstapply(cloud, installation, achievements, store text/page/assets, depots, tags, leaderboards, builds),steamworks_inspect, andset_build_liveon beta branches only.Safety: every write needs a dry run plus confirmation, snapshots and logs are kept, the game project is never modified, and nothing is ever published or generated as artwork.
Uses Steam's public store data for market research: looking up games, comparing store pages, studying close competitors, getting country-specific price briefs, estimating sales from reviews or wishlists, analyzing player reviews, and watching post-launch metrics.
Reads and fills Steamworks data after a dry run and user approval, including store text and page settings, images, achievements, stats, leaderboards, depots, tags, builds, Steam Cloud, and installation settings. It can import existing Steamworks fields without overwriting and export a package with a checklist mapping values to Steamworks pages and fields.
Scans Unity game projects to detect existing Steamworks configuration, checks Unity code against Steamworks integration rules, and generates Steam SDK code using the project's app id and achievement, stat, and leaderboard names.
steamworks-mcp
Put your game on Steam with your AI assistant. It reads your game project, asks you what it cannot find, writes your store page with you, checks everything against Valve's rules, and fills in Steamworks only after you say yes. It never publishes anything: you press Publish.
Works with Claude (Desktop, Code and claude.ai), ChatGPT (web and desktop app) and Codex (app, CLI and IDE extension). Free and open source (MIT).
38 tools · 38 skills · 24 code rules · 128 release checks · 115 store-text rules · Unity, Godot and Unreal
Not affiliated with or endorsed by Valve. "Steam" and "Steamworks" are trademarks of Valve Corporation.
Contents: How it works · Install · Your first conversation · Words you will see · What it can do · Skills · Code rules · Safety · Troubleshooting · Known limits · Advanced setup
How it works
flowchart LR
A["Your game folder"] --> B["Scan: what the project<br/>already says"]
B --> C["Questions for<br/>what is missing"]
C --> D["Drafts: store text, achievements,<br/>images, settings, SDK code"]
D --> E{"You approve?"}
E -- "change it" --> D
E -- "yes" --> F["Checks against<br/>Valve's rules"]
F --> G["Files + a checklist<br/>for Steamworks"]
F --> H["Fills Steamworks<br/>after a dry run and your OK"]
G --> I["You press Publish<br/>in Steamworks"]
H --> IYour game goes through four release steps, the same ones Valve reviews. The tool shows how far each one is:
flowchart LR
S0["Step 0 · Prerequisites<br/>account, bank, tax, app fee"] --> S1["Step 1 · Store page<br/>texts, images, tags, languages"]
S1 --> S2["Step 2 · Build review<br/>the game, Steam features"]
S2 --> S3["Step 3 · Release<br/>date, price, Release button"]Everything about your game's Steam release lives in one readable file in your game folder, steamworks.yaml. Every
value in it has a status: missing, draft (found or written, not yet checked by you), approved (you said
it is right), done in Steamworks, or needs review (it changed after you approved it, so you look at it again).
Related MCP server: wishlistdoc-mcp
Install
You need uv, a small tool that runs Python programs (one command to install), and Claude, ChatGPT or Codex. You do not need Steam keys or a Steam login to start.
The server speaks both MCP transports:
Transport | For | Started by |
stdio (the default) | Apps that start the server on your computer: Claude Desktop, Claude Code, Codex (app, CLI, IDE extension) | the app itself ( |
Streamable HTTP | Apps that connect over the internet: ChatGPT (web and desktop app), claude.ai |
|
Over HTTP every request needs sign-in (OAuth, or a bearer token); over stdio only the app that started the server can talk to it.
Claude Desktop
In a terminal:
uvx steamworks-mcp setupIt asks where your games are and connects Claude Desktop (and Claude Code, if you have it). Restart Claude Desktop.
To use the skills there too, add the folders in skills/ as skills in Claude's settings.
Claude Code: the plugin (server and skills in one step)
In Claude Code, type:
/plugin marketplace add https://github.com/wazzapsenk/steamworks-mcp
/plugin install steamworks@steamworks-mcpIt asks for your games folder. That's it.
ChatGPT (web or desktop app) and claude.ai
These apps reach the server over the internet, through a secure address on your computer.
Install cloudflared once (free, from Cloudflare). On Windows:
winget install --id Cloudflare.cloudflared; on a Mac:brew install cloudflared.In a terminal:
uvx steamworks-mcp remoteThe first time, it asks where your games are. Then it prints an address that ends in
/mcpand an access code.Add the address in your app, with OAuth as the authentication:
ChatGPT on the web: Settings > Apps & Connectors > Advanced settings: turn on Developer mode, then create a connector.
ChatGPT desktop app (Windows, macOS): Settings > Plugins > MCPs > Add.
claude.ai: Settings > Connectors > Add custom connector.
A steamworks-mcp page opens and asks for the access code: type the one from step 2.
Ask your assistant: "Where are my games on Steam?"
Keep the terminal from step 2 open while you work. Custom connectors in ChatGPT need developer mode; check that your
plan has it. The address changes every time you start remote (update the connector's URL then);
a fixed address needs a little more setup.
Codex (app, CLI and IDE extension)
In a terminal (the same command as for Claude Desktop):
uvx steamworks-mcp setupType the folder that holds your games (Enter keeps the one shown). The keys it offers are optional: Enter skips them.
When it asks
Codex?, answery. If it says "not found", Codex has not run on this computer yet;ystill works.Restart Codex (the app, or a new CLI session) and ask: "Where are my games on Steam?"
The server goes into ~/.codex/config.toml, which the Codex app, the CLI and the IDE extension all read, so one setup
covers all three. Codex starts the server on your computer: no tunnel and no access code. Tools that only read run
without asking; Codex asks before every tool that changes something.
Check the installation
uvx steamworks-mcp doctorIt lists what is set up and what to fix; Troubleshooting covers the common problems. Other apps that support MCP, and connecting by hand: docs/ADVANCED.md.
Your first conversation
Just talk to your assistant. Some things you can say:
You want to… | Say |
Start | "Where are my games on Steam?" · "Help me get my game in |
See what's left | "What's still missing before my store page can go live?" |
Store page | "Write my store page." · "Make my short description better." |
Know the market | "What do the closest popular games do on their store pages?" · "Compare my game with games like it." |
Price | "What should my game cost, and in each country?" |
Achievements | "Design achievements for my game." · "Add the Steam code for them." |
Check the code | "Check my game's Steam integration." |
Images | "Make all my store images from my key art and logo." |
Translations | "Translate my store page into German, French and Japanese." |
Fill Steamworks | "Show me what would change in Steamworks, then apply it." |
After launch | "How is my launch going?" · "What are players complaining about?" |
Every answer starts with one plain sentence and, where it helps, a table. The assistant shows you each draft; only you approve.
For a new game the assistant first asks you to describe it in a few sentences, then shows what it understood in one list for you to confirm. The questions after that come a few at a time; the optional ones you can skip, and "not yet" is always a fine answer.
Words you will see
Word | Means |
MCP server | A helper program your AI app talks to. This project is one. |
Tool | One thing the server can do, like "check my code" or "make my images". Your assistant picks the tools. |
Skill | A ready-made recipe for your assistant, like "write the store page" (several tools in the right order). |
Prompt | The same as a skill, for apps that show prompts instead of skills. |
Code rule | A check of your game's code against Steamworks requirements, with the fix. |
steamworks.yaml | The file in your game folder with every Steam setting of your game. Readable and editable. |
Draft / approved / done | A value found or written for you / a value you confirmed / a value Steamworks has. |
Needs review | A value that changed after you approved it (or whose source text changed); approve it again. |
Release step | Step 0-3 above (in the code: "gate"). |
Dry run | Showing what would change in Steamworks without changing anything. Every write starts with one. |
BROWSER mode | Optional: the tool fills Steamworks pages in a browser window you signed in to yourself. |
Publisher key | Optional: a Steamworks key for builds, branches and leaderboards. Never share it. |
App id | Your game's number on Steam (Steamworks > App Admin), e.g. 480. |
Capsule | One of the store images: the boxes your game appears in on Steam's pages and lists. |
Library assets | The images in the player's Steam library: hero (wide background), logo, header, capsule. |
Tags / genres / categories | Tags are the words players search by; genres are Steam's broad types (Action, Indie); categories are features (Single-player, Online Co-op, Steam Cloud). |
Depot | The container your game files are uploaded into; a build is one upload of your depots. |
Launch option | The file Steam starts when a player presses Play. |
Redistributables | Runtimes Steam installs with your game, like Visual C++ or DirectX. Unity and Godot games usually need none. |
Content Survey | Valve's questionnaire about mature content and AI use, in Steamworks; required before review. |
Steam Direct | Valve's per-game fee you pay before releasing; release comes at least 21 days later. |
What it can do
Start and see where you are
What | Tools |
Find your games and show how far each one is, with the one next step |
|
Start tracking a game and read what the project already says (Unity, Godot, Unreal) |
|
Game already in Steamworks? Fill the empty fields from what Steam has; never overwrites |
|
What is missing before each release step, with Valve's source for every rule |
|
Short batches of questions (a form when your app supports it), saving and approving answers |
|
What is turned on (keys, modes), reference data |
|
Store page, images and translations
What | Tools |
Briefs for the store text, achievements and settings; your assistant writes, the server checks |
|
Check everything against Valve's rules, a store-text rubric and an anti-copy check |
|
Preview the store text with the first screen marked |
|
Every store, library and icon image from one key art and one logo |
|
Translate every text into every target language (your assistant translates, the server checks) |
|
Measure a successful game's page (numbers only) |
|
Market (live data from Steam's public store)
What | Tools |
Look any game up: price, reviews, players right now, features |
|
Study the closest popular games' store pages, compare them side by side |
|
What close games charge in the US and in each country |
|
Rough sales from review counts and from your wishlists (rules of thumb, never a forecast) |
|
What players praise and criticize, in close games or your own |
|
After launch: reviews, players and price against the last check |
|
Your game's code
What | Tools |
Check the code, engine settings and build scripts against 24 Steamworks rules |
|
Steam SDK code with your exact app id and achievement, stat and leaderboard names (Unity, Godot, Unreal, C++) |
|
Steamworks
What | Tools |
Every file plus a checklist that says which Steamworks page and field it goes to |
|
Apply approved values (dry run first): Steam Cloud, installation, redistributables, achievements, store text and page, images, depots, tags, leaderboards, builds |
|
See what Steamworks has now; set a build live on a beta branch |
|
Check the store page or the build setup in Steamworks field by field: what is missing, what does not add up |
|
BROWSER mode: open Steamworks, undo a write |
|
How each area gets done in Steamworks (Web API, BROWSER mode, a file to upload, or a manual step) and how well it is verified: docs/CAPABILITIES.md.
Skills
38 recipes for your assistant. In Claude Code with the plugin they show as /steamworks:<name>.
Area | Skills |
Start |
|
Store page |
|
Market |
|
Game code |
|
Builds and setup |
|
After launch |
|
Each skill uses the server's tools where one fits and links Valve's documentation. A test checks that every tool,
steamworks.yaml field and skill a skill names really exists.
Code rules
check_code reads your game's own code (plugins and the SDK wrappers are skipped) and reports each problem with the
file, the line, why it matters and the fix. A key or password it finds is never shown.
Group | What it catches |
| 480 (Valve's test app) left in; app ids that differ from your game's |
| Init result not checked; no RestartAppIfNecessary; callbacks never run; no Shutdown |
| Set without StoreStats; names Steamworks does not know; achievements nothing unlocks |
| Web API keys, steamcmd passwords, Steam login files in the project |
|
|
| Forced resolution; no gamepad input; anti-cheat that needs Proton support |
| Progress in PlayerPrefs; hard-coded Windows paths; BinaryFormatter |
| The old ISteamNetworking P2P API; auth tickets nothing verifies |
The full list with Valve's sources: src/steamworks_mcp/data/code_rules.yaml.
Safety: what it never does
Publish, prepare to publish, revert, submit for review or release anything. You do that in Steamworks. (Store tags go live as soon as they are saved; the tool saves them only with your separate
goes_live_now=true.)Write anything to Steamworks without a dry run first and your OK, or write values you have not approved.
Edit packages (they change what customers own at once) or set a build live on the default branch.
Delete anything in Steam unless you explicitly ask for it.
Type, store or ask for passwords or Steam Guard codes, or read cookie values.
Write into your game project. The scanners only read; generated code goes to
.steam-mcp/exports/for you to copy.Generate artwork. Images are cut from your own art; missing art is reported.
Send your texts to a translation or AI service. Your own assistant writes and translates; the server checks.
Every write saves a snapshot of what Steam had, reads Steam again afterwards and is logged. Details: Writing to Steam and BROWSER mode.
Troubleshooting
Start with uvx steamworks-mcp doctor: it shows what is set up and the command that fixes each problem.
What you see | What to do |
The app says the server failed to start, or "spawn uvx ENOENT" | The app cannot find |
"The games folder is not set yet" | Run |
"... is outside the workspace root" | Your game is not inside the games folder. Run setup again and pick a folder that contains it. |
Every tool shows up twice in Claude Code | It is set up twice (the plugin and setup). |
The first start of the Claude Code plugin is slow or times out | The first start installs what the server needs. Wait a minute and restart Claude Code. |
| It already runs in another terminal. Close that one, or use the port it suggests. |
ChatGPT or claude.ai cannot reach the server | Keep the |
"Run the dry run first" or "changed since the dry run" | Steam or your values changed after you saw the changes. Ask for the dry run again and check the new changes. |
Known limits
Scans read Unity, Godot and Unreal projects. GameMaker, Construct, RPG Maker, Defold, LÖVE, Bevy, MonoGame projects and built games are listed too; they answer the questions instead of a scan, and any other folder can be started by name. Everything after the scan works the same.
Still manual in Steamworks: pricing, the content survey and ratings, the Controller and Accessibility surveys, the release date, stat definitions, screenshots and trailers, creating depots, packages and DLC, and setting a build live on the default branch. The checklist from
export_packagetells you exactly where.Not verified live: writing store tags, setting a beta branch live, the app and shortcut icons, and the Auto-Cloud overrides suggested for macOS and Linux saves.
Images: the tool fills empty image slots only; it never replaces or removes an image in Steamworks.
The BROWSER mode follows the Steamworks site as it was on 2026-11-02 (every read checked live that day). When a page changes, the tool stops before writing.
Market numbers come from Steam's public store; Steam publishes no sales, so sales estimates are rules of thumb.
More
docs/ADVANCED.md: configuration, keys and accounts, connecting each app by hand, remote clients, how writes work, the BROWSER mode, files, development.
docs/CAPABILITIES.md: what is automated in each Steamworks area, and how well it is verified.
docs/SCHEMA.md: every field of
steamworks.yaml.examples/example-game/steamworks.yaml: a complete example.
License
Available Tools
35 toolsapplyADestructive
Make Steam match the approved values of one section. Always call with dry_run=true first and show the user the changes; write (dry_run=false, user_confirmed=true) only after they agreed. Nothing is ever published: BROWSER writes are drafts the user reviews and publishes in Steamworks. The one exception is "store_tags": Steam applies tags at once, so it also needs goes_live_now=true, and only after the user agreed to exactly that.
Sections: "leaderboards" (Web API, publisher key), "build" (uploads the SteamPipe scripts with steamcmd), and with the BROWSER mode: "cloud", "installation", "achievements" (main game), "store_text" (short and long description in every approved language), "store_page" (the store page form: links, support info, legal line, system requirements, platforms, language table, genres, categories, third-party DRM/accounts; empty fields never clear Steam's), "store_assets" (uploads prepare_images' capsules and library images into the slots Steam has no image for yet; never replaces one, and also sets the library logo position), "depots" (OS, architecture and language of depots that already exist, through the Depots page's own Save), "store_tags" (store.tags in order, through the Tag Wizard; live at once; community tags are never removed). Every call saves a snapshot of what Steam had first.
Args: path: Folder that holds steamworks.yaml. section: What to apply. app: main, demo or playtest (each has its own app id). dry_run: Only show the differences (default). user_confirmed: The user saw the dry-run changes and agreed. remove_extra: Also delete rows that exist only in Steam. Only when the user explicitly asks for it. upload_icons: achievements: also upload the icons (prepared from achievements.*.icon). goes_live_now: store_tags: the user agreed that the tags go live on the store at once.
Inputs: path (required), section (required), app, dry_run, +4 more. Returns: object
approve_fieldsA
Mark values as approved by the user (after showing them). Patterns work: "achievements.*.name". A section approves everything under it: "apps.main.cloud". Never approve without the user's agreement.
Inputs: path (required), fields (required). Returns: object
check_codeARead-only
Check the game's own code, engine settings and SteamPipe scripts against Steamworks rules (read-only): app ids (480, mismatches), the SDK start (result checked, restart through Steam, callbacks, shutdown), stats and achievements (StoreStats, names that steamworks.yaml does not define), keys and Steam login files in the project, build scripts (setlive default, missing paths, steam_appid.txt in builds), Steam Deck (fixed resolution, no gamepad input, anti-cheat), saves (PlayerPrefs, Windows paths, BinaryFormatter) and networking (old P2P API, unverified auth tickets). Every finding has a file, a line and a fix; a secret is never shown.
Args:
path: The game's folder (with steamworks.yaml).
source_dir: The engine project folder, when it is not path itself.
rules: Only these rule or group ids (get_spec_info("code_rules") lists them).
Inputs: path (required), rules, source_dir. Returns: object
compare_gamesARead-only
Compare games side by side: price, reviews, positive share, players right now, release, modes, and which Steam features most of them use. Default: the games of the market study (study_market) plus this game once it is on the store.
Args: path: The game's folder, to compare with its market study. appids: Games to compare instead (store_lookup finds app ids by name). At most 15.
Inputs: path, appids. Returns: object
estimate_salesARead-only
Rough copies sold for close games, from their review counts, and, with wishlists, a first-week range
for this game at its base price and launch discount. Rules of thumb with every assumption listed, never a
forecast. Default games: the market study's.
Args: path: The game's folder (its market study and price). appids: Games to estimate instead. wishlists: This game's wishlists on release day, if the user knows them (Steamworks shows them).
Inputs: path, appids, wishlists. Returns: object
export_packageA
Write everything needed to finish a gate by hand to .steam-mcp/exports/gate_/: correctly named files (store localization JSON and per-language texts, store/library images and icons, SteamPipe scripts, achievement icons and CSV) and a CHECKLIST.md that says, for every open item, which Steamworks page and field it goes to and what to paste. Done items are ticked. Nothing is uploaded or published.
Inputs: gate (required), path (required). Returns: object
fetch_referenceBRead-only
Fetch a successful Steam game's public data (on this machine, cached) and return derived measurements only: description structure and length, media counts, categories, achievement count/style/distribution. Its raw texts stay in the local cache, where the anti-copy check uses them.
Inputs: appid (required), tags, refresh. Returns: object
gap_reportARead-only
What is still missing before each release gate, and how each item gets done.
Gates: 0 prerequisites, 1 store page review / Coming Soon, 2 build review, 3 release. For every blocking item
you get its status (fail, review = values waiting for the user's approval, todo = a manual step or an image
to produce, unknown), the fields involved, the execution mode (API, BROWSER, ARTIFACT, MANUAL), where it is
done in Steamworks and Valve's source page. next_steps says what to do first.
Args: path: Folder that holds steamworks.yaml. gate: Only this gate (0-3); default all. include_info: Also list the background notes (permissions, timings) that never block.
Inputs: path (required), gate, include_info. Returns: object
generateA
Produce drafts for a part of the release.
Text sections return a brief for YOU to write from (the server never invents marketing text itself):
"store_short": write one variant per strategy the brief lists (fantasy, mechanic, situation_humor, and after a market study market_common and market_contrast), save each with save_draft.
"store_long": stage "outline" first; after the user approved an outline, stage "text".
"achievements": names, descriptions and icon briefs for achievements that lack them. Deterministic sections write drafts into steamworks.yaml directly (never over approved values):
"cloud" (quotas, enable), "builds" (a depot per OS; returns the SteamPipe scripts when depot ids exist), "requirements" (minimum system requirements from the engine, always to review), "code" (stats, leaderboards and achievements used in code).
Inputs: path (required), section (required), stage. Returns: object
get_spec_infoARead-only
Reference data (the tool equivalent of this server's resources, for clients that only use tools).
kind: "schema" (steamworks.yaml fields), "gates" (overview), "gate:<0-3>" (all rules of a gate), "capabilities", "store_rules", "asset_specs", "events", "code_rules" (what check_code checks), "estimates" (the rules of thumb of estimate_sales), "style_guide:", "reference:" (derived analysis of a reference game), "references" (catalog), "store_patterns" (what the store pages of popular new releases look like, per Steam genre; numbers only), "store_patterns:".
Inputs: kind (required). Returns: object
import_from_steamworksA
For a game that already exists in Steamworks: read what Steam has (store texts in every language, achievements, Steam Cloud, installation, leaderboards, the landing page's release checklists) and fill the EMPTY fields of steamworks.yaml with it, marked "applied". Never writes to Steamworks and never overwrites a value in the file: differences come back as conflicts for the user to settle. Dry run first; save with dry_run=false after the user agreed. Leaderboards need the publisher key, the rest the BROWSER mode.
Inputs: path (required), app, dry_run, sections. Returns: object
init_projectA
Start tracking a game: create steamworks.yaml and .steam-mcp/ in path (existing files are kept, never
overwritten), then scan the game project unless scan is false.
Args:
path: Folder for steamworks.yaml, usually the game project's root (relative to the workspace root).
name: Product name as it will appear on Steam, if known.
appid: The main game's Steam app id, if already created in Steamworks.
scan: Run the project scanners (Unity, …) right away.
source_dir: The engine project folder, when it is not path itself.
Returns created/existing files, .gitignore lines to suggest to the user (this server never edits the project's own .gitignore), and the scan report when scanning.
Inputs: path (required), name, scan, appid, +1 more. Returns: object
integration_codeA
Steamworks SDK code for the game's engine that uses exactly the app id and the achievement, stat and leaderboard names in steamworks.yaml: starting Steam (restart through Steam, checked init, callbacks, shutdown), unlocking achievements and setting stats (StoreStats included), uploading leaderboard scores, and where to save files for Steam Cloud. Written to .steam-mcp/exports/code//, never into the game.
Args:
path: The game's folder (with steamworks.yaml).
features: Which parts (default all): init, achievements, stats, leaderboards, cloud.
target: unity-steamworks-net, unity-facepunch, godot (GodotSteam 4), unreal or cpp. Default: from the
engine and the Steam wrapper the code already uses.
source_dir: The engine project folder, when it is not path itself.
Inputs: path (required), target, features, source_dir. Returns: object
launch_watchA
After release: the game's review score and count, players right now and price, against the last check (each check is kept in .steam-mcp/market/launch.jsonl). Call it again any day to see the trend.
Inputs: path (required). Returns: object
localization_pendingARead-only
Texts YOU should translate into language (Steam API code) from the source language, with context, length
limits and glossary terms (localization/glossary.yaml). Stale ones carry the previous translation to update.
Translate them, then call localization_set; repeat until nothing is pending.
Inputs: path (required), language (required), limit. Returns: object
localization_setA
Save translations ({key: text}). Rejected: BBCode tags that differ from the source, a short description over 300 characters, store text breaking Valve's rules. Your translations are drafts until the user approves them (approve_fields(["localization..*"])).
Inputs: path (required), language (required), translations (required), source. Returns: object
localization_statusB
Per target language: how many player-facing texts (store page, Early Access answers, achievements, launch
options) are translated, missing, or stale (the source changed after translating; stale translations are
marked needs_review). next names the language to translate next.
Inputs: path (required). Returns: object
mark_appliedA
The user confirms something is done in Steamworks: a manual step ("checklist." from gap_report), or approved values they entered there themselves. Only approved, unchanged values can be marked applied. Never call this on your own: only when the user says it is done.
Inputs: path (required), fields (required), notes. Returns: object
prepare_imagesA
Make every store, library and icon image from assets.key_art + assets.logo (or hand-made assets.overrides) at the exact sizes Steam wants, plus achievement icons (256x256 JPG, with greyscale locked versions). Crops around assets.key_art_focus, never stretches, reports upscaling, never generates artwork. Output and a preview page go to .steam-mcp/exports/images/ for the user to upload.
Inputs: path (required), only, achievement_icons. Returns: object
preview_storeB
Write an HTML preview of the store text (current values, or the given drafts) to .steam-mcp/exports/, with the estimated end of the first screen marked (an estimate; Steam's cut-off height is not documented).
Inputs: path (required), fold_px, about_draft, short_draft. Returns: object
price_briefARead-only
What close games charge: their US full prices (median and middle half), and for each country store how much they charge per US dollar, applied to this game's base price (pricing.base_price_usd, else their median). Default games: the market study's. Nothing is saved; the user decides the price.
Args: path: The game's folder. appids: Games to compare with instead of the market study's. countries: Two-letter store codes (default us, gb, de, pl, tr, br, cn, jp, kr, in).
Inputs: path (required), appids, countries. Returns: object
save_draftA
Store a text YOU wrote as a draft (it does not change steamworks.yaml). The server rejects text that breaks Valve's store rules or copies 8+ consecutive words from a reference game, scores it against the rubric, and returns rubric findings plus questions for you to judge. strategy: fantasy | mechanic | situation_humor | market_common | market_contrast | outline | text | revision | … . The user picks a draft with set_field(path, field, from_draft=).
Inputs: path (required), field (required), value (required), notes, +1 more. Returns: object
save_market_studyA
Save your labels for the pages study_market returned: one note per page with appid, short_opening, short_moves, about_shape, about_sections, tone (all from its vocabulary) and technique (one sentence in your own words; a note that repeats 4+ consecutive words of the page is rejected). The study keeps labels, notes and numbers, never page text; generate(store_short / store_long) builds on it from then on.
Inputs: path (required), notes (required). Returns: object
save_review_studyA
Save your labels for the games study_reviews returned: per game appid, praised (1-4 themes, most important first), criticized (0-4) and insight (one sentence in your own words; one that repeats 4+ consecutive words of a review is rejected). Keeps labels and shares, never review text; the store-text briefs use it.
Inputs: path (required), notes (required). Returns: object
scan_projectA
Scan the game project and merge what is found into steamworks.yaml as drafts (source "scan", with file and
line evidence and a confidence). Values the user approved are never overwritten: differences come back under
conflicts. Read-only towards the game project; raw observations are kept in .steam-mcp/scan/.
Args:
path: Folder that holds steamworks.yaml.
source_dir: The engine project folder, when it is not path itself.
Inputs: path (required), source_dir. Returns: object
server_infoARead-only
Version, workspace root and which optional features are enabled (no secrets).
Inputs: no named parameters. Returns: object
set_build_liveADestructive
Set an uploaded build live on a beta branch (Web API, publisher key). Dry run first; set live only after the user explicitly agreed. The default branch (what every player gets) is never set live by this tool: the user does that in Steamworks Settings > SteamPipe > Builds.
Inputs: path (required), branch (required), build_id (required), app, +3 more. Returns: object
set_fieldADestructive
Write one value (field + value) or several (values) into steamworks.yaml, keeping its comments.
source="user" (the user's own answer or decision) stores the value as approved. source="generated" (text you
wrote) stores it as a draft for the user to review; generated store text that breaks Valve's store rules is
rejected. from_draft picks a saved draft for field and approves it. Field paths look like
store.short_description, achievements.ACH_WIN.name, apps.main.installation.launch_options.0.executable.
Setting a value to null removes it.
Inputs: path (required), field, notes, value, +3 more. Returns: object
start_interviewA
Next questions for the user (at most max_questions, related ones together, earliest gate first), each with
a suggested answer to confirm or change. confirm: true means a value was found (e.g. by the scan): just ask
whether it is right.
Ask the user these questions in chat, then save the answers with set_field(values={question id: answer}). Answers can be plain text ("yes", "a, b, c", "2027-05-12"); they are converted to the right type. Store texts are not asked here: use generate. When the client supports forms (MCP elicitation) the questions are shown as a form instead and the answers are saved right away; pass use_form=false to avoid that.
Args: path: Folder that holds steamworks.yaml. gate: Only questions for this gate (0-3). max_questions: 1-5, default 3. use_form: Show a form when the client supports it.
Inputs: path (required), gate, use_form, max_questions. Returns: object
statusARead-only
Start here. Without path: the games in the workspace (tracked ones and engine projects not tracked
yet). With path: how far the game is on each release step, its values (approved, drafts, to fill, done in
Steamworks), store text and translations, and the one thing to do next.
Args: path: The game's folder (the one with steamworks.yaml), relative to the workspace root.
Inputs: path. Returns: object
steamworks_inspectBRead-only
Read-only look at what Steam has now. With the publisher key: "builds" (recent builds and branches), "leaderboards", "achievement_schema". With the BROWSER mode: "cloud", "installation", "achievements", "store_text", "store_page", "store_assets" (which image slots are filled), "pending" (the unpublished changes the Publish tab would show), and "checklist" (the release checklists of the app's Steamworks landing page, each item linked to its gap_report rule). "snapshots" lists the snapshots saved before writes (local).
Inputs: path (required), what (required), app. Returns: object
store_lookupARead-only
Look a game up on the Steam store by name, app id or store link: price, review score, players right now, release date, genres, modes (co-op, PvP…), Steam features, platforms, languages, achievements and DLC. Public data, cached for a few hours; nothing is saved in the project.
Inputs: query (required). Returns: object
study_marketA
Start a market study before writing the store text: find the game's closest popular Steam games (its most specific store tags, on the Popular New Releases and Top Sellers lists, released in the last 3 years) and return their short descriptions and About texts for YOU to read and label with the returned vocabulary. Only their app ids are saved; the texts stay in the local cache, and drafts are checked against them. Then call save_market_study.
Args: path: Folder that holds steamworks.yaml. tags: Steam store tag names to search with instead of store.tags, most specific first. games: How many games to study (3-15, default 10).
Inputs: path (required), tags, games. Returns: object
study_reviewsA
Start a review study: the most helpful positive and negative English reviews of the close games (default: the market study's) or of any games, e.g. this game after launch. Read them and label each game with the returned themes (what players praise and criticize), then call save_review_study. Only the app ids are saved; the texts stay in the local cache and nothing about reviewers is fetched.
Args: path: The game's folder. appids: Games to study instead of the market study's. per_kind: Reviews per game and kind (positive, negative): 3-25, default 10.
Inputs: path (required), appids, per_kind. Returns: object
validateARead-only
Review what is in steamworks.yaml (and the translations) without changing it.
section: "store" (Valve's rules in every language, the rubric, questions for you to judge), "achievements", "localization" or "all" (adds every failing gate rule). For store text, judge the returned questions and call again with llm_judgements=[{rule_id, field, outcome: pass|warn|fail, note}]; deterministic and judged results are reported separately. To propose a fix, save a new version with save_draft(strategy="revision").
Inputs: path (required), section, llm_judgements. Returns: object
Tool Schema Changelog
Recent tool additions, removals, and schema changes observed during successful MCP inspections.
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TDQS
Scored across 35 tools
Most tools occupy clearly distinct phases of the pipeline (scan, interview, generate, validate, export, apply), and names like study_market/save_market_study vs study_reviews/save_review_study pair up predictably. The main overlap is among public-data readers - fetch_reference, store_lookup, study_market, compare_games - which all pull cached Steam data and could be confused, though the descriptions do differentiate them. A couple of general-purpose tools (apply, mark_applied, set_field) also sit near each other but are separated by intent.
Nearly everything is lower_snake_case with a verb_noun shape (scan_project, set_field, save_draft, save_market_study, localization_set, export_package). A handful of bare nouns/generics (status, generate, validate, apply, server_info, integration_code) deviate from the verb_noun pattern but remain readable and consistent in casing. No mixed camelCase/snake_case chaos.
35 tools is heavy and would normally suggest over-fragmentation, but the domain (store text, achievements, builds, localization, market/review studies, validation, exports, apply) genuinely spans many distinct phases. Still, some pairs (study_market/save_market_study, study_reviews/save_review_study, fetch_reference/store_lookup) could plausibly be consolidated, pushing this into borderline-heavy territory.
The surface covers a full release lifecycle: init/scan, guided interview, drafting, validation, code and build checks, image preparation, localization, market/review studies, Steamworks read/write via apply/import/set_build_live, and manual export packages. Read and write paths exist on both sides (steamworks_inspect vs apply, import_from_steamworks), and the deliberate omission of a publish action is explained, leaving no obvious dead ends.
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