Enables AI agents to start, control, and verify local open.mp/SA-MP game servers via MCP stdio, using a headless RakClient to send allowed slash commands and assert round-trip responses.
A local MCP server for the Windows version of Sky: Children of the Light that enables AI clients to read validated game windows, perform local OCR, and send limited game keystrokes or chat text when explicitly permitted.
Enables AI agents to remotely control gaming PCs for automated gameplay with tools for screen capture, mouse/keyboard control, workflows, and system operations.
Enables Claude to control the AI Coach desktop pet, making the mascot react to the conversation, accept care, show messages, act out activities, preview local files, and manage user memos.
Enables Claude Desktop to retrieve detailed Pokémon information, browse Pokémon with pagination, and simulate battles between two Pokémon using AI-generated narratives.
Enables AI models to play the game Peggle by capturing the primary monitor's screen and simulating mouse clicks. It provides tools for visual analysis and coordinate-based interaction to automate gameplay.
MCP server for Pokémon battle advising: provides type matchups, damage calculation, party analysis, and move/ability data for AI agents like Claude Code and Codex.
Enables MCP-capable AI clients to control a Minecraft bot in a Java world, providing tools for movement, observation, inventory, chat, crafting, mining, and placing.
Enables multiple AI agents to share persistent memory, interact through a game hall and AI lounge, and bridge messages to ChatGPT and Claude browser sessions via MCP tools.
Provides external AI agents with reliable, observable tools to inspect, navigate, and act in a Minecraft world, enabling autonomous playthroughs such as beating the game.
An MCP-based trivia game server where AI creates rounds with two true statements and one false 'twist' about various topics, letting players guess which statement is false.
Enables AI coding agents to create, draw, and refine Aseprite documents through deterministic canvas, layer, frame, tag, and palette tools, with pixel analyzers, style validation, and preview/diff visual feedback. It also supports spritesheet and animated GIF export, producing multi-layer game-ready assets.