space-invaders-tui
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., "@space-invaders-tuiStart a new game and show the current board 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.
space-invaders-tui
Space Invaders in your terminal — with one rule changed: time only moves when you move.
Stand still and the world freezes mid-frame. Bombs hang in the air, the formation stops mid-step, your own shot waits above the cannon. Every move you make lets time flow again. The reflex classic becomes a duel of timing and position.

Play
Straight from your terminal, no install:
ssh -p 2222 invaders.m2-webvision.deOr run it locally:
npx space-invaders-tuiKey | Action |
← / → or A / D | Move (and let time flow) |
Space | Fire — one shot in the air at a time |
P | Pause |
R | Restart after game over |
Q / Ctrl+C | Quit |
After game over, enter three letters arcade-style — the high-score table is global. You are playing against everyone who ever ssh'd in.
Related MCP server: textual-mcp-server
Let an LLM play
The game logic is pure TypeScript with no terminal dependency, so it also ships as an MCP server. Point any MCP client at it and let a model fight the invaders turn by turn:
claude mcp add invaders -- npx -y space-invaders-tui mcpThree tools: invaders_new_game, invaders_state (returns the board as ASCII plus structured state), and invaders_act (hold left/right/fire for N frames). The SUPERHOT rule applies to agents too: doing nothing freezes the world — moving is what spends time.
How it works
src/game.ts— pure game logic. No rendering, no I/O, fully unit-tested. The SUPERHOT mechanic is a per-frame time scale that ramps between 0.08 (idle) and 1 (moving); the world updates with scaled time, the player always moves in real time.src/render.ts/src/app.ts— OpenTUI rendering and input wiring. Uses the kitty keyboard protocol (press/release events) where available, falls back to event-driven movement elsewhere.server/ssh-server.ts— the SSH arcade. Every connection gets its own in-process OpenTUI renderer writing ANSI straight into the SSH channel: no shell, no PTY subprocess, no auth. Hardened with session caps, idle timeouts, dimension clamping, and backpressure limits.server/leaderboard-api.ts— small Bun + SQLite API behind the global high-score table, with validation, plausibility checks, and rate limiting.mcp/server.ts— MCP server on top of the pure game core, runs on plain Node.
Self-host
cd deploy && docker compose up -dRuns the SSH arcade and the leaderboard API in one hardened container stack. See deploy/ for details. LEADERBOARD_URL="" disables the global leaderboard, LEADERBOARD_URL=https://… points the game at your own instance.
Development
npm install
npm start # play locally (needs the bundled bun runtime)
npm test # game logic (node) + headless rendering smoke test (bun)
npm run typecheckThe test suite plays the game headlessly through OpenTUI's test renderer — including the SSH server, which is tested end-to-end with a real ssh2 client against an in-memory session.
License
MIT
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