game-bridge-mcp
Click on "Install Server".
Wait a few minutes for the server to deploy. Once ready, it will show a "Started" state.
In the chat, type
@followed by the MCP server name and your instructions, e.g., "@game-bridge-mcp@game-bridge-mcp what's the current game state?"
That's it! The server will respond to your query, and you can continue using it as needed.
Here is a step-by-step guide with screenshots.
game-bridge-mcp
Let an AI agent start your game, drive it, and read what happened — over HTTP, one port per instance.
Your game already knows everything about itself: what is on screen, where every
entity is, what commands it accepts. game-bridge-mcp is an
MCP server that hands that to an agent — as
tools the agent can call, discovered from the running game rather than hardcoded
here.
agent ──MCP(stdio)──▶ game-bridge-mcp ──HTTP──▶ 127.0.0.1:7820 ← it launched this one
├───────▶ 127.0.0.1:7801 ← your IDE started this one
└───────▶ 127.0.0.1:7802 ← a colleague's sessionThree things make it more than a debug-bridge script you would write in an afternoon:
It launches instances and picks their ports. No caller ever chooses a port or types a build command, so two agents cannot collide, and the bridge reaps what it started — no orphaned game windows after a session ends.
Every tool takes a
port. One bridge drives every instance you have running: several agents on one machine, or one agent comparing two builds side by side.The tool list comes from the game. The bridge fetches
GET /toolsfrom each instance at runtime, so a debug command you added this morning is callable this afternoon — no release of this package, no reconnect, and no drift between what the agent thinks the game accepts and what it accepts.
It is engine-agnostic. Any language, anything that can serve four small HTTP endpoints on localhost. The contract is short on purpose.
Quick start
npx @wildware/game-bridge-mcp --helpRegister it with an MCP client — for Claude Code, from your project directory:
claude mcp add game-bridge -- npx -y @wildware/game-bridge-mcpThen, from the agent's side:
launch_instance {} // start a game; the bridge picks the port
list_instances {} // ...or find one already running
list_toolsets { "port": 7820 } // what can this instance do?
describe_toolset { "port": 7820, "name": "play" } // exact schemas
call_tool { "port": 7820, "name": "drop", "arguments": { "x": 1.2 } }
stop_instance { "port": 7820 } // clean shutdown, not a killlaunch_instance needs a launch declaration.
Everything else works against any game implementing the HTTP surface, whether
this bridge started it or not.
Related MCP server: minecraft-mcp
The contract
Implement this and your game is drivable by any agent, through this bridge, with no code here that knows anything about it. It has three parts, and each one buys something specific:
Part | What it buys |
Reading and driving a running instance. | |
Finding instances without guessing at ports. | |
Starting instances without a human choosing a port. |
Only part 1 is required. Part 2 makes discovery reliable; part 3 makes the whole thing pleasant.
1. The HTTP surface
Serve these on 127.0.0.1:<port>, where the port comes from an explicit
debug flag. Bind to loopback only, and keep the whole surface off unless the
game was launched with that flag: this is a debug surface, not a network
service.
GET /health — required
The liveness and identity check. Discovery calls it against every port in a range, so it must be cheap.
GET /health{ "ok": true, "frame": 91422 }ok: true is what marks the port as one of ours. A port answering HTTP with
anything else is reported to the agent as "something else has taken this port" —
a different problem, with a different fix, from "the game isn't running".
frame is a counter that increases for the life of the process. The bridge
watches it: a frame that goes backwards means a new process is answering on
this port, and the cached tool manifest is dropped automatically. That is what
makes rebuild-and-rerun invisible to the agent.
GET /state — required
The full snapshot: everything an agent might want to know, as JSON. There is no required schema — it is your game — but a few conventional fields unlock bridge features:
{
"frame": 91422,
"simFrame": 48110,
"completedCommandId": 17,
"paused": false,
"ui": {
"screen": "GameScreen",
"elements": [ { "label": "Restart", "visible": true } ]
},
"events": [ { "m": "merge:cherry" }, { "m": "click:Restart" } ],
"game": { "score": 1280, "state": "RUNNING" }
}Field | Why the bridge cares |
| Restart detection; the fallback confirmation that a command ran. |
| The strong confirmation that a command ran — see below. |
| Reported by |
| Included in the compact |
| Recent events, returned after every command so the agent sees the consequence. Plain strings are accepted too. |
| Scalar fields are included in the digest. Nested objects and arrays are not — that is where the megabyte-sized entity lists live. |
Everything else you put here is passed through untouched by get_state.
GET /command — required
GET /command?cmd=spawn&type=cherry&x=-1.5{ "accepted": true, "commandId": 18, "frame": 91430 }The command name is keyed cmd, not name — commands routinely take a
name argument of their own, and a duplicate query key would silently overwrite
the command being invoked. Every other query parameter is an argument.
This endpoint is fire-and-forget, and it is the single most important thing to
understand about the contract. It answers from the HTTP thread the moment the
command is queued; the command itself runs later, on the game thread. A client
that reads /state immediately afterwards reads the world from before the
command happened. The test looks flaky; the game is fine.
The bridge handles this, and the way it does is what your game should support:
GET /command?...→ note the returnedcommandId.Poll
GET /stateuntilcompletedCommandId >= commandId.Return that state — genuinely after the command ran.
If your game does not publish completedCommandId, the bridge degrades to
waiting for frame to advance by two and labels the result
"confirmation": "frames-advanced", so the agent knows it got the weaker
guarantee. Publishing completedCommandId is a handful of lines and worth it:
// game thread, once per frame
while (true) {
val cmd = queue.poll() ?: break
apply(cmd)
completedCommandId = cmd.id // published in the next /state snapshot
}A close command that shuts the game down through its normal teardown is
strongly recommended: it lets an agent end an instance without killing a process.
The bridge treats close specially — it never waits for a completion that cannot
arrive, it waits for the port to go quiet.
GET /tools — optional, but this is the good part
The manifest: what your game can be told to do, in its own words.
{
"game": { "name": "Orbital Freight", "version": "0.9.2", "protocol": 1 },
"toolsets": [
{
"name": "play",
"description": "Drive the game the way a player does.",
"tools": [
{
"name": "drop",
"description": "Release the held crate, aiming first if x is given.",
"args": [
{ "name": "x", "type": "number", "description": "World x, -2..2", "required": true, "default": null },
{ "name": "settle", "type": "boolean", "description": "Wait for the stack to settle", "default": "true" }
]
}
]
}
],
"passthrough": {
"description": "Any command the debug bridge accepts, passed straight through.",
"examples": ["set_seed { seed }", "set_gravity { x, y }"]
}
}Field | Meaning |
| Identity. Shown by |
| Versions the document, not the command set. Adding a command changes nothing here; restructuring the manifest does. It lets a bridge distinguish "I cannot read this" from "this game knows different commands than last time". Current version: |
| Groups named for what a caller is trying to do, not for how your code is arranged. Keep them few and obvious. |
| What the agent calls. |
| Written for the agent. Say what it does and when to reach for it — this is the text the model reasons over. |
|
|
| The |
|
|
| If you already have JSON Schema, send it instead of |
| Free text plus examples, describing commands you have not formally published. |
Defaults may be strings ("true", "0.05") — a manifest serialised from a typed
language usually renders them that way. The bridge folds them into the
description rather than emitting default in the schema, because
default: "false" on a boolean property is something a strict client may
reject. null means "no default".
The parser is deliberately tolerant, because a manifest gets written in whatever serialiser was already to hand:
toolsetsmay be an array of objects or a map ofname → toolset.arguments may live under
args,argumentsorparams, as an array of objects, an array of bare names, or a map ofname → { type, description }.A malformed tool is dropped, not fatal. One bad entry must not take a whole instance offline.
If /tools 404s, nothing breaks. The bridge falls back to a built-in
manifest containing only the contract-level tools and tells the agent that the
game publishes no command list, so work through raw_command and read /state.
Instances are reported as live or live-no-manifest accordingly, and
--manifest ./my-game.json supplies one from a file for a game you cannot
change.
2. Self-registration
Port scanning is the weak form of discovery: bounded by a range someone guessed at, silent about a game's identity until it answers, and prone to false negatives during startup — the exact moment an agent is most likely to look.
So a game that has successfully bound its debug port writes one small JSON file naming itself:
~/.game-bridge/instances/<pid>.json{
"name": "Orbital Freight",
"version": "0.9.2",
"protocol": 1,
"port": 7820,
"pid": 12345,
"host": "127.0.0.1",
"started": "2026-08-20T22:27:19.774Z",
"cwd": "/home/dev/checkouts/main"
}cwd is deliberate: several checkouts of the same game run at once, and "which
build is this?" is otherwise unanswerable from outside the process.
The rules a writer must follow:
Write the entry after the port is bound, never before. An entry for a port that was never claimed is worse than no entry.
Delete it on clean shutdown.
Never let registry failure break the game. An unwritable directory, a read-only home, a sandbox — the game must still start and still serve its endpoints. This is advertising, not infrastructure.
Honour
GAME_BRIDGE_INSTANCES(the entries directory) orGAME_BRIDGE_HOME(its parent) if either is set.
The rules a reader must follow — and these matter more:
Entries are advisory, never authoritative. A crash or a force-kill leaves the file behind. This happens constantly in practice.
Verify every entry with
GET /healthbefore believing it. An entry whose port does not answer is a stale file, not a running game, and must be reported as such rather than as an instance.Never trust an entry over the live game. The bridge takes name and version from
/toolswhen the game answers, and uses the entry only for what the wire cannot say: pid, working directory, start time.Do not delete other processes' files by default. A game still binding its port is indistinguishable from a crashed one for a second or two. The bridge prunes only on an explicit
prune: true, and only after verifying the port is dead.Keep scanning too. Games predating the registry exist; the bridge merges registry entries and a port scan and de-duplicates by port, reporting each instance's
discoveryasregistry,scanorboth.
3. The launch declaration
A project declares once how it is started, so no caller ever types a build
command or picks a port. Put gamebridge.json in the project root — the bridge
walks up from its working directory to find it, the way every other JS tool
finds its config, and --config <file> overrides that.
{
"name": "Orbital Freight",
"launch": {
"command": "./gradlew lwjgl3:run -PdebugPort={port} --console=plain",
"cwd": ".",
"portRange": "7820-7839",
"readyTimeoutMs": 180000,
"env": { "ORBITAL_DEV": "1" }
}
}Field | Meaning |
| Shell command line. |
| Alternative to |
| Working directory, resolved relative to this file — not to wherever the MCP client happened to start the bridge, which is almost never the project. |
| Ports the launcher may claim. Default |
| How long to wait for |
| Extra environment and trailing arguments. |
What the launcher then guarantees:
The port is verified free twice — nothing bound to it, and nothing answering a health check on it — because a game mid-startup has claimed the port in the way that matters while still failing a bind test milliseconds earlier. If the declared range is full, it falls back to an OS-assigned port.
launch_instancereturns only when/healthanswers, so a caller never writes a retry loop.A boot failure fails loudly, with the child's own output. When a game fails to start, the stack trace is the whole answer:
BridgeUsageError: Launch failed on port 7820: the process exited with code 1. Command: ./gradlew lwjgl3:run -PdebugPort=7820 --console=plain Working directory: /home/dev/orbital Full log: /tmp/game-bridge-logs/instance-7820-1787264781573.log Last output: 'gradlew' is not recognized as an internal or external command, operable program or batch file.stdout and stderr are captured to that log file for the life of the instance, and the last 200 lines are held in memory for
instance_log.Children are reaped. On
stop_instance, and on server shutdown, SIGINT, SIGTERM or the client disconnecting, every launched instance is closed — the game's ownclosecommand first, then termination of the process tree if it will not go. A closed session never leaves game windows on the desktop.
Escalation past a clean close applies only to processes this bridge spawned
and is still tracking. stop_instance on any other port refuses and tells you
to ask the game to close itself instead.
Tools
Tool | Arguments | What it does |
|
| Starts a game, picks a free port, waits for |
|
| Registry plus port scan. Names, versions, pids, working directories, screens. Read-only. |
|
| Clean close, then escalation — only for instances this bridge launched. |
|
| Captured stdout/stderr of a launched instance. |
|
| That instance's toolsets, as it describes itself. |
|
| Full JSON Schemas. |
|
| Runs a tool, waits for the game to confirm it, returns the resulting digest. |
Only these seven are advertised. The game's own tools are reached through
call_tool, because an MCP client is handed the tool list once, when it
connects, and never asks again — a fixed list would be stale for a game still
being written and simply wrong when one session is driving two different
builds. (--eager flattens everything up front for clients that cannot walk a
discovery path.)
The bridge's own toolset
Provided for every conforming game, whatever it is:
Tool | What it does |
| The full |
| Liveness and frame counter. |
| Any command by name, published or not. |
| Poll |
| Clean shutdown; the port going quiet is the confirmation. |
How call_tool resolves a name
The bridge's composites, including any a host application registered. A composite shadows a game command of the same name, which is always an improvement rather than a surprise: a composite carries that name precisely because the raw command returns before the thing it asked for has happened.
The game's manifest — with one re-fetch on a miss, so a rebuilt game with new commands is picked up mid-session.
Passthrough — anything else is sent as a raw command. A command that exists in the game but not in its manifest still works today. If the game rejects it as unknown, you get the list of what it does accept.
How port resolves
Every tool takes an optional port (at the top level or inside arguments). It
resolves in this order:
the explicit
porton the call,--porton the command line,GAME_BRIDGE_PORTin the environment,7777.
So a single-instance setup never thinks about ports, and a multi-instance session never needs a second server.
Driving two instances at once
The scenario this was built for: two builds of the same game, side by side, one agent, one session.
// 1. What is already running?
list_instances {}{
"registryDir": "/home/dev/.game-bridge/instances",
"live": [
{ "port": 7801, "discovery": "scan", "status": "live-no-manifest",
"frame": 2453, "manifest": "fallback", "screen": "GameScreen" },
{ "port": 7820, "discovery": "both", "status": "live", "game": "Orbital Freight",
"version": "0.9.2", "protocol": 1, "manifest": "game", "pid": 87488,
"cwd": "/home/dev/checkouts/main", "screen": "MenuScreen",
"toolsets": ["play", "build", "flow", "bridge"], "launchedByThisBridge": true }
],
"stale": [],
"notAGame": [],
"free": [7777, 7802, 7803]
}Port 7801 is an older build with no /tools: still fully drivable, just not
self-describing. Port 7820 is one this bridge started.
// 2. Start a second one. You do not choose the port.
launch_instance {}{ "port": 7821, "pid": 90114, "name": "Orbital Freight", "version": "0.9.3-rc1",
"cwd": "/home/dev/checkouts/rc", "readyInMs": 4080,
"logFile": "/tmp/game-bridge-logs/instance-7821-1787264835950.log" }// 3. Same seed, same move, both runs.
call_tool { "port": 7820, "name": "set_seed", "arguments": { "seed": 12345 } }
call_tool { "port": 7821, "name": "set_seed", "arguments": { "seed": 12345 } }
call_tool { "port": 7820, "name": "drop", "arguments": { "x": 1.2 } }
call_tool { "port": 7821, "name": "drop", "arguments": { "x": 1.2 } }Each returns the state after the command was applied, so the two are directly comparable:
{
"port": 7821, "tool": "drop", "via": "manifest", "command": "drop",
"applied": true, "commandId": 18, "confirmation": "completedCommandId",
"frame": 948, "screen": "GameScreen",
"game": { "score": 1280, "state": "RUNNING" },
"events": ["merge:cherry", "score:+40"]
}// 4. Wait for something the command could not report.
call_tool { "port": 7821, "name": "wait_for",
"arguments": { "path": "game.pendingMerges", "equals": 0, "timeoutMs": 5000 } }
// 5. Clean up what you started. 7801 is not yours - leave it alone.
stop_instance { "port": 7821 }{ "port": 7821, "stopped": true, "how": "closed cleanly" }When something is wrong
The bridge distinguishes the failures that look identical from the outside:
GameOffline: No game is answering on http://127.0.0.1:7809.
Start one with:
./gradlew lwjgl3:run -PdebugPort=7809
NotAGameSurface: Something is listening on http://127.0.0.1:7802, but it is not a
debuggable game: GET /health returned HTTP 404.
A drivable game must answer GET /health with {"ok":true,"frame":N}. Check whether
another process has taken this port.
CommandTimeout: Command 'restart' was queued on port 7801 but was not applied
within 5000ms. The game accepted it, so it is probably blocked, frozen, or on a
screen that ignores this command.Set the command named in the first message with
--launch-hint "make run PORT={port}" (or let launch_instance do the starting).
CLI
npx @wildware/game-bridge-mcp [options]
-p, --port <n> Default port for tools that do not name one (default 7777)
--scan-range <spec> Ports list_instances sweeps (default 7777,7800-7810)
--no-scan Discover only via the instance registry
--no-registry Discover only by scanning ports
--registry-dir <dir> Where instance entries live (default ~/.game-bridge/instances)
--config <file> Project launch declaration (default: nearest gamebridge.json)
--launch-hint <cmd> Command shown when a port is dead; {port} is substituted
--manifest <file> Tool manifest for games that do not serve GET /tools
--eager Advertise every tool flatly, for clients that cannot discover
--timeout <ms> HTTP and command timeout (default 5000)
-h, --help
-v, --versionEnvironment: GAME_BRIDGE_PORT, GAME_BRIDGE_SCAN_RANGE (or GAME_BRIDGE_SCAN),
GAME_BRIDGE_LAUNCH_HINT (or GAME_BRIDGE_LAUNCH), GAME_BRIDGE_MANIFEST,
GAME_BRIDGE_CONFIG, GAME_BRIDGE_INSTANCES, GAME_BRIDGE_HOME.
Everything the bridge logs goes to stderr; stdout is the MCP transport, and a stray line on it corrupts the protocol stream.
Using it from your own project
The pieces are exported as well as shipped as a CLI. If your game needs tools that chain several commands — "drop, then wait for the board to settle, then report the score delta" — register them as composites and inherit the protocol, the launcher, discovery and the error messages rather than maintaining a second copy of them.
#!/usr/bin/env node
import { parseCli, applyProjectConfig, startStdioServer } from "@wildware/game-bridge-mcp";
const { config } = parseCli(process.argv.slice(2), process.env);
await applyProjectConfig(config);
await startStdioServer(config, {
composites: [
{
name: "drop_and_settle",
description: "Drop at world x and wait until nothing is moving. The main way to play.",
only: "Orbital Freight", // never offered to a game that has no crates
args: [{ name: "x", type: "number", required: true, description: "World x" }],
async run(ctx) {
const before = await ctx.state();
await ctx.commandAndSync("drop", { x: ctx.args.x });
const settled = await ctx.call("wait_for", { path: "game.moving", equals: 0, timeoutMs: 10000 });
const after = await ctx.state();
return { settled: settled.matched, scoreDelta: after.game.score - before.game.score };
},
},
],
});A composite is handed a context scoped to one instance — state, health,
command, commandAndSync, call (any other tool), manifest, summarise,
sleep — so it never has to think about ports. only names the games it suits,
matched against the manifest's game.name; a bridge that claims to be generic
must not offer drop_and_settle to a flight simulator.
The rule for what belongs in a composite: it either chains several commands
or waits for something /command cannot report. Anything that is one command
with one set of arguments belongs in the game's own manifest, where it stays in
step with the code that implements it.
Lower-level pieces — Bridge, GameClient, Launcher, readRegistry,
normaliseManifest — are exported too. Bridge and GameClient take an
optional fetchImpl, which is how the test suite drives the whole thing without
a game or a socket.
Development
npm install
npm run build # TypeScript -> dist/
npm test # builds, then runs node --test81 tests, none of which need a running game: port resolution order, manifest
caching and its three invalidation paths, the /tools 404 fallback, the
command/poll/confirm cycle and its frames-advanced degradation, registry reading
with stale and malformed entries, launcher port selection, boot failure and
child reaping, and the MCP surface itself driven over an in-memory transport.
Publishing
Not published to npm yet. When it is:
npm version minor # keep SERVER_VERSION in src/server.ts in step
npm test # prepublishOnly runs build + test again
npm pack --dry-run # confirm dist/, README.md and LICENSE are the payload
npm publish # publishConfig.access is already "public"files in package.json limits the tarball to dist/, README.md and
LICENSE; prepare builds on install from git, so a git-installed dependency
works without a checked-in dist/.
Licence
MIT — see LICENSE.
Maintenance
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