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Antics MCP Server

Developer ToolsModerate5.2MCP RegistryLocal
Free

Server data from the Official MCP Registry

Deploy a web game to a playable multiplayer URL with rooms, state sync, and leaderboards.

About

Deploy a web game to a playable multiplayer URL with rooms, state sync, and leaderboards.

Security Report

5.2
Moderate5.2Moderate Risk

This is a well-engineered MCP server with strong security practices. Authentication is properly handled through credential loading and environment variables, with appropriate fallback to keyless mode for public deploys. Code quality is high with proper input validation, error handling, and no obvious malicious patterns. Permissions are appropriate for the stated purpose (game deployment service with API integration). A minor finding regarding overly broad exception handling does not significantly impact the security posture. Supply chain analysis found 3 known vulnerabilities in dependencies (0 critical, 3 high severity). Package verification found 1 issue.

5 files analyzed · 6 issues found

Security scores are indicators to help you make informed decisions, not guarantees. Always review permissions before connecting any MCP server.

Permissions Required

This plugin requests these system permissions. Most are normal for its category.

env_vars

Check that this permission is expected for this type of plugin.

HTTP Network Access

Connects to external APIs or services over the internet.

File System Read

Reads files on your machine. Normal for tools that analyze or process local data.

File System Write

Writes or modifies files on your machine. Check that this is expected for the tool.

process_spawn

Check that this permission is expected for this type of plugin.

How to Install

Add this to your MCP configuration file:

{
  "mcpServers": {
    "io-github-antics-gg-antics-mcp": {
      "args": [
        "-y",
        "antics-mcp"
      ],
      "command": "npx"
    }
  }
}

Documentation

View on GitHub

From the project's GitHub README.

antics-mcp

Multiplayer for your game, in one prompt. An MCP server that lets an AI agent generate a web game and deploy it to a playable multiplayer URL — rooms, live state sync, and leaderboards — inside a single conversation.

AI can write a whole game — a single HTML file or a multi-file project — but it can't stand up a server, so everything it builds is single-player. antics-mcp is the missing piece: your agent writes the game, calls one tool, and hands you back a link your friends can open. No backend, no player accounts.

antics.gg · full API in one file: antics.gg/llms.txt

Install

Claude Code:

claude mcp add antics -- npx -y antics-mcp

Claude Desktop / Cursor / any MCP client — add to your MCP config (claude_desktop_config.json, Cursor's mcp.json, etc.):

{
  "mcpServers": {
    "antics": {
      "command": "npx",
      "args": ["-y", "antics-mcp"]
    }
  }
}

Then just ask: “Make a 2-player game and deploy it.” The agent writes it, calls deploy_game, and returns a playable URL — no copy-paste, no site visit, no login.

Tools

ToolWhat it doesLogin?
deploy_gameDeploy a game (html for a single file, or files for a multi-file project) → returns a playable multiplayer URL. Keyless (ephemeral room) unless given a projectId.No
create_projectCreate a project; returns its id, publishable key (pk_), and secret key (sk_, shown once).Yes
get_leaderboardRead a project's leaderboard (top scores).Yes
list_projectsList your projects.Yes
set_share_previewBrand how a project's room links unfurl on social — title, description, and image.Yes

deploy_game works without any login — it returns an ephemeral, keyless URL you can share immediately (rooms hold 8 players and last 24h). To persist links + leaderboards and raise the limits, sign in once with npx antics-cli login (GitHub), then the owner-scoped tools unlock and deploy_game can target a project.

How the multiplayer works

Your agent doesn't need to know any of this up front — antics.gg/llms.txt is the complete API in one file, written so an LLM can integrate it one-shot. In brief: a game calls joinRoom({}), shared room state is host-authoritative with per-player slices, writes coalesce to ~20 Hz, and a leaderboard is one submitScore() call. The deployed game runs at a /r/<code> URL with an invite link + QR built in.

Links

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