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steamworks-mcp

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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 --> I

Your 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 (steamworks-mcp); setup and the plugin configure it

Streamable HTTP

Apps that connect over the internet: ChatGPT (web and desktop app), claude.ai

steamworks-mcp remote (with a secure address), or steamworks-mcp --http (local only, details)

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 setup

It 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-mcp

It 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.

  1. Install cloudflared once (free, from Cloudflare). On Windows: winget install --id Cloudflare.cloudflared; on a Mac: brew install cloudflared.

  2. In a terminal:

    uvx steamworks-mcp remote

    The first time, it asks where your games are. Then it prints an address that ends in /mcp and an access code.

  3. 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.

  4. A steamworks-mcp page opens and asks for the access code: type the one from step 2.

  5. 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)

  1. In a terminal (the same command as for Claude Desktop):

    uvx steamworks-mcp setup
  2. Type the folder that holds your games (Enter keeps the one shown). The keys it offers are optional: Enter skips them.

  3. When it asks Codex?, answer y. If it says "not found", Codex has not run on this computer yet; y still works.

  4. 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 doctor

It 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 MyGame/ onto Steam."

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

status

Start tracking a game and read what the project already says (Unity, Godot, Unreal)

init_project, scan_project

Game already in Steamworks? Fill the empty fields from what Steam has; never overwrites

import_from_steamworks

What is missing before each release step, with Valve's source for every rule

gap_report

Short batches of questions (a form when your app supports it), saving and approving answers

start_interview, set_field, approve_fields, mark_applied

What is turned on (keys, modes), reference data

server_info, get_spec_info

Store page, images and translations

What

Tools

Briefs for the store text, achievements and settings; your assistant writes, the server checks

generate, save_draft

Check everything against Valve's rules, a store-text rubric and an anti-copy check

validate

Preview the store text with the first screen marked

preview_store

Every store, library and icon image from one key art and one logo

prepare_images

Translate every text into every target language (your assistant translates, the server checks)

localization_status, localization_pending, localization_set

Measure a successful game's page (numbers only)

fetch_reference

Market (live data from Steam's public store)

What

Tools

Look any game up: price, reviews, players right now, features

store_lookup

Study the closest popular games' store pages, compare them side by side

study_market, save_market_study, compare_games

What close games charge in the US and in each country

price_brief

Rough sales from review counts and from your wishlists (rules of thumb, never a forecast)

estimate_sales

What players praise and criticize, in close games or your own

study_reviews, save_review_study

After launch: reviews, players and price against the last check

launch_watch

Your game's code

What

Tools

Check the code, engine settings and build scripts against 24 Steamworks rules

check_code

Steam SDK code with your exact app id and achievement, stat and leaderboard names (Unity, Godot, Unreal, C++)

integration_code

Steamworks

What

Tools

Every file plus a checklist that says which Steamworks page and field it goes to

export_package

Apply approved values (dry run first): Steam Cloud, installation, redistributables, achievements, store text and page, images, depots, tags, leaderboards, builds

apply

See what Steamworks has now; set a build live on a beta branch

steamworks_inspect, set_build_live

Check the store page or the build setup in Steamworks field by field: what is missing, what does not add up

steamworks_check

BROWSER mode: open Steamworks, undo a write

steamworks_open, restore_snapshot

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

steamworks-getting-started (first steps, in plain words) · steamworks-release (the whole road) · steamworks-review-gate (everything open before one release step) · steamworks-check-store · steamworks-check-build (what Steamworks really has, field by field)

Store page

steamworks-store-page · steamworks-store-assets (images, screenshots, trailers) · steamworks-content-survey (mature content, AI disclosure) · steamworks-localize

Market

steamworks-market-research · steamworks-store-lookup · steamworks-compare-games · steamworks-pricing · steamworks-sales-estimate · steamworks-review-analysis · steamworks-sales-calendar (release date, Next Fest, sales)

Game code

steamworks-sdk-integration · steamworks-code-check · steamworks-achievements · steamworks-cloud-saves · steamworks-leaderboards · steamworks-input (controllers, Steam Input) · steamworks-multiplayer · steamworks-social (Rich Presence, overlay) · steamworks-inventory (items, in-game purchases) · steamworks-workshop · steamworks-anticheat · steamworks-api-reference

Builds and setup

steamworks-app-config (depots, launch options) · steamworks-build-upload (SteamPipe, branches, CI) · steamworks-testing-sandbox · steamworks-steam-deck · steamworks-playtest-demo · steamworks-dlc · steamworks-migration (from Epic, GOG, itch.io)

After launch

steamworks-launch-week · steamworks-community (announcements, keys) · steamworks-bug-reports

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

steamworks-app-id

480 (Valve's test app) left in; app ids that differ from your game's

steamworks-sdk-lifecycle

Init result not checked; no RestartAppIfNecessary; callbacks never run; no Shutdown

steamworks-stats-achievements

Set without StoreStats; names Steamworks does not know; achievements nothing unlocks

steamworks-secrets

Web API keys, steamcmd passwords, Steam login files in the project

steamworks-build-scripts

setlive default; missing content roots, depot scripts or files; steam_appid.txt in builds

steamworks-steam-deck

Forced resolution; no gamepad input; anti-cheat that needs Proton support

steamworks-saves-cloud

Progress in PlayerPrefs; hard-coded Windows paths; BinaryFormatter

steamworks-networking

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 uvx. Run uvx steamworks-mcp setup again (it writes uvx's full path), then restart the app.

"The games folder is not set yet"

Run uvx steamworks-mcp setup and type the folder that holds your game projects. With the Claude Code plugin, set Games folder in the plugin's settings.

"... 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). doctor prints the command that removes the extra one.

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.

remote says the port is in use

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 remote terminal open. Its address changes each time it starts: update the connector's URL.

"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_package tells 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

License

MIT

Available Tools

35 tools
applyA
Destructive

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_codeA
Read-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_gamesA
Read-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_salesA
Read-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_referenceB
Read-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_reportA
Read-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_infoA
Read-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_pendingA
Read-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_briefA
Read-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_infoA
Read-only

Version, workspace root and which optional features are enabled (no secrets).

Inputs: no named parameters. Returns: object

set_build_liveA
Destructive

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_fieldA
Destructive

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

statusA
Read-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_inspectB
Read-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_lookupA
Read-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

validateA
Read-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

    A3.7/5.0

    Scored across 35 tools

    Disambiguation4/5

    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.

    Naming Consistency4/5

    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.

    Tool Count3/5

    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.

    Completeness5/5

    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.

    Maintenance

    ActivityMaintained
    ResponsivenessNo recent community issues

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