Steamworks Release Assistant
Server Configuration
Describes the environment variables required to run the server.
| Name | Required | Description | Default |
|---|---|---|---|
No arguments | |||
Instructions
Guidance the server publishes about itself, which clients place ahead of the tool catalog so the model reads it before choosing anything.
This server publishes no instructions, or was last inspected before Glama recorded them.
Capabilities
Features and capabilities supported by this server
Protocol revision2025-11-25
| Capability | Details |
|---|---|
| tools | {
"listChanged": false
} |
| prompts | {
"listChanged": false
} |
| resources | {
"subscribe": false,
"listChanged": false
} |
Tools
Functions exposed to the LLM to take actions
| Name | Description |
|---|---|
| init_projectA | Start tracking a game: create steamworks.yaml and .steam-mcp/ in 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 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. |
| 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
Args:
path: Folder that holds steamworks.yaml.
source_dir: The engine project folder, when it is not |
| statusA | Start here. Without Args: path: The game's folder (the one with steamworks.yaml), relative to the workspace root. |
| gap_reportA | 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. 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. |
| start_interviewA | Next questions for the user (at most 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. |
| set_fieldA | Write one value ( 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. |
| 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. |
| 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. |
| get_spec_infoA | 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:". |
| 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):
|
| 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 |
| 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=). |
| validateA | 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"). |
| check_codeA | 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 |
| 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). |
| 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. |
| fetch_referenceB | 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. |
| 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). |
| 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. |
| store_lookupA | 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. |
| compare_gamesA | 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. |
| price_briefA | 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). |
| estimate_salesA | Rough copies sold for close games, from their review counts, and, with 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). |
| 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. |
| 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. |
| 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. |
| 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). |
| localization_pendingA | Texts YOU should translate into |
| 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..*"])). |
| 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. |
| applyA | 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. |
| steamworks_inspectB | 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). |
| 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. |
| set_build_liveA | 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. |
| server_infoA | Version, workspace root and which optional features are enabled (no secrets). |
Prompts
Interactive templates invoked by user choice
| Name | Description |
|---|---|
| release_assistant | Walk a game from nothing configured to released on Steam. |
| write_store_page | Short description and About This Game, from brief to approved text. |
| market_research | What the store pages of the game's closest popular Steam games do, before writing its store text. |
| localize_everything | Translate the Steam store page, achievements and other player-facing texts into every target language. |
| design_achievements | Steam achievement names, descriptions and icon briefs that fit the game. |
| review_gate | Everything still open before one Steam release gate, and the next three steps. |
Resources
Contextual data attached and managed by the client
| Name | Description |
|---|---|
| capabilities_resource | What the tool can do in Steamworks per area, and how (API, BROWSER, ARTIFACT, MANUAL). |
| store_patterns_resource | What the store pages of popular new Steam releases look like, per Steam genre and overall: lengths, structure, headers, lists, media, mentions, languages. Derived measurements only, no text. |
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.