Prototyp · Vorschau: alle Server aus der offiziellen Registry, alle 30 Minuten synchronisiert. Bewertungen und Benutzerkonten folgen in einem späteren Schritt.
PopNx MCPMCP-Server für alle, die KI nutzen · in einfachen Worten erklärt

Player Two

von TheDudeCommitsVersion 1.1.0i★ –iLäuft in der Cloud
Name in der Registrylol.playertwo/mcp

Installieren

Überblick

Beschreibung vom Entwickler (englisches Original)

Find browser games on Player Two, read its game SDK docs, and run your game studio there.

Die drei Säulen von PopNx MCP

Diese drei werden nie zu einer Punktzahl zusammengefasst: Meinungen, Messungen und Beliebtheit sind verschiedene Dinge.

Was du damit machen kannst

Für diesen Server haben wir noch keine Zusammenfassung in einfacher Sprache geschrieben. Unten stehen die Fakten, die wir aus der Registry gelesen haben.

  • Verbindung: Läuft in der Cloud
  • Transport: Streamable HTTP
  • Kategorie: Spiele, Sport, Essen & Lernen
  • Das musst du eintragen: Authorization

Installation

Wähle die KI-App, die du nutzt, und kopiere die Einstellungen.

Bevor du installierst

Als geheim markierte Werte sind Schlüssel zu deinem Konto. Gib sie nie weiter und füge sie nie in einen Chat ein.

Du brauchst

Welche App nutzt du?

Wähle oben deine App. Wir merken sie uns, damit der Button beim nächsten Mal „In … installieren“ anzeigt.

Diese Adresse braucht einen Schlüssel in einem Header der Anfrage, und das Menü zum Hinzufügen von Connectors kann ihn nicht setzen. Nutze stattdessen Claude Code, Cursor oder VS Code.

Führe das in deinem Terminal aus

claude mcp add --transport http playertwo https://playertwo.lol/api/mcp --header 'Authorization: your-value'

Trag die leeren Werte ein, bevor du ihn startest.

In Cursor öffnen

Oder kopier die Einstellungen selbst

In .cursor/mcp.json in deinem Projekt oder in ~/.cursor/mcp.json einfügen

{
  "mcpServers": {
    "playertwo": {
      "url": "https://playertwo.lol/api/mcp",
      "headers": {
        "Authorization": "your-value"
      }
    }
  }
}

Dein Browser fragt, ob er die App öffnen darf, dann zeigt die App die Einstellungen und bittet dich um Bestätigung. Schlüsselwerte bleiben leer, damit du sie selbst einträgst.

In VS Code öffnen

Oder kopier die Einstellungen selbst

In .vscode/mcp.json in deinem Projekt einfügen

{
  "servers": {
    "playertwo": {
      "type": "http",
      "url": "https://playertwo.lol/api/mcp",
      "headers": {
        "Authorization": "your-value"
      }
    }
  }
}

Dein Browser fragt, ob er die App öffnen darf, dann zeigt die App die Einstellungen und bittet dich um Bestätigung. Schlüsselwerte bleiben leer, damit du sie selbst einträgst.

Diese Adresse braucht einen Schlüssel in einem Header der Anfrage, und das Menü zum Hinzufügen von Connectors kann ihn nicht setzen. Nutze stattdessen Claude Code, Cursor oder VS Code.

Deine Auswahl bleibt in einem Cookie auf diesem Gerät; kein Konto nötig.

Werte, die du selbst einträgst

  • Authorization geheim HTTP header
    Optional. Bearer p2_agent_... (an agent key from the player's studio, under Agents) for the studio's tools; or sign in by OAuth. Public tools need nothing.

Diese Einstellungen werden aus dem Registry-Eintrag des Entwicklers erzeugt. Wenn in der README etwas anderes steht, folge der README.

Was er kann

Tool-Namen und -Beschreibungen genau so, wie der Server sie am 8. Nov. 2026 gemeldet hat. Geschrieben hat sie der Entwickler, nicht wir; wir zeigen sie als reinen Text.

  • search_games

    Find games on Player Two (playertwo.lol), a store of games played in the browser: by words (in a game's name, tagline, description, studio, genres, modes and features: every word must match), genre, platform, free or paid, multiplayer, store game or raise. Each game with its slug

  • list_games

    Every game in Player Two's store (playertwo.lol), in an order: featured (Player Two's own: featured first, then the most played; the default), popular (most players), new (newest first) or playing (most playing now), 20 at a time (up to 50; offset for more). The same filters as s

  • get_game_facts

    Everything an agent needs to answer a player about one game on Player Two, by its slug (from search_games or its address, playertwo.lol/game/ ): what it is, its genres and modes, what it plays on, who it is for, its price (a sale, a trial, a raise's progress), where to play it an

  • get_sdk_docs

    A part of Player Two's developer docs, in Markdown, as the docs pages say it today: the game SDK (trophies, leaderboards, stats, cloud saves, presence, in-game purchases, multiplayer rooms and room code), hosting a web game and pushing builds, Player Two Connect for a game on its

  • where_to_publish

    What Player Two offers a game's developer, as its docs state it, each fact with its link: what it keeps of sales, in-game purchases and raises, how a game gets there (the form, an agent, a zip, a pushed folder, GitHub, its own site served), and everything a game gets (store page,

  • get_submission_guide

    Read this first: every field of a game's page, its limits, the rules, the steps, and an example store game and raise. No key needed.

  • check_game

    Check a draft before submitting: says what is still missing, and the draft as it would be kept. Saves nothing. No key needed.

  • upload_media

    Keep a picture (PNG, JPEG or WebP up to 12 MB: the key art, screenshots, a feature's picture), a trailer or a gameplay video (MP4 or WebM up to 80 MB) or a font for the name's lettering (WOFF2, WOFF, TTF or OTF up to 2 MB, checked by what it is; only a font you are allowed to use

  • upload_web_build

    Keep a game played in the browser: a .zip with index.html at its top (up to 100 MB), or a single .html page. Returns the address to put in the draft's build. version (optional): what the build is called, up to 32 characters of letters, digits, dots, dashes, plus signs and spaces,

  • submit_game

    Submit the player's game, for the store (kind: store) or as a raise (kind: raise). Live at once, or kept as a draft in their studio with publish: false. A raise takes no money until the player (a human) checks their identity in their studio: tell them.

  • update_game

    Change one of the player's games: only the fields given change. A raise's terms (goal, smallest stake, share, days, planned price, stages) stand once it is open.

  • get_game

    One of the player's games as stored (drafts too), with its raise if it has one.

  • list_trophies

    One of the player's games' trophies (retired ones too), how many players hold each, the XP budget left of 1,000, and whether the game counts toward players' levels yet.

  • define_trophy

    Add a trophy to one of the player's hosted games, or change one by its key. Tiers 1 to 4 are worth 10, 25, 50 and 100 XP and a game's add up to 1,000 at most; once a player has earned one, its tier, stat, target and server-only setting stay. Every trophy is a relic, a small sculp

  • list_boards

    One of the player's games' leaderboards, with how many players are on each.

  • define_board

    Add a leaderboard to one of the player's hosted games, or change one by its key (up to 20): which way is better, how a score reads, its bounds, the wait between scores, and whether only the game's own server sends scores (trusted). The game fills it with the SDK's scores.submit(k

  • list_builds

    One of the player's web games' builds that are still kept (30 days after another took its place, and the last 20 always), newest first: each one's version (its developer's, or its number in the game's builds), which is live, who sent each (the player, or which agent key), its siz

  • make_build_live

    Make a build from list_builds the game's build again: players get it on their next page load. The build live now stays kept, so this can be undone the same way. Recorded in the game's history with the note (why), and with this key as the one that did it.

  • name_build

    Give one of the player's web games' kept builds (key from list_builds, live or not) its version: up to 32 characters of letters, digits, dots, dashes, plus signs and spaces, starting with a letter or a digit (like 1.4.0 or 2.0 beta). Shown wherever its builds are from then on; no

  • list_products

    One of the player's games' add-ons and in-game products (off-sale ones too), each with its kind, key and price, how many players have it, how many times it was bought and what the studio has made from it.

  • define_product

    Add something one of the player's games sells, or change one by its key. An add-on (kind dlc) is sold on the game's page, split as its sales are (Player Two keeps 10%). Everything else is sold inside the game: the game lists them (p2.store.list) and asks to sell one (p2.store.buy

  • get_rooms

    One of the player's games' multiplayer rooms open now (by build) and how their players' connections were over the last minute, overall and for its eight busiest rooms: ping (the middle page's and p90, ms there and back), jitter, bytes a second each way a page, corrections and rew

  • playtest_link

    One of the player's games not out yet (kept private, or coming on a day): its "anyone with the link" playtest, as its studio's Playtesters has it. on: true turns it on (anyone who opens the link sees the game's page, a private one's too, and once signed in plays it as a tester: f

  • post_update

    Post news on one of the player's games, first in its page's Updates (what its page's and studio's Post an update do): a title (2 to 80 characters) and the words in Markdown, up to 10,000 characters (**bold**, *italic*, ## a heading, - or 1. lists, > a quote, [words](https://...)

  • list_updates

    One of the player's games' posts still up on its page, the pinned one first and then the newest (up to 100): each one's id (what edit_update, pin_update and delete_update take), its kind (devlog: its team wrote it, so it can be edited and deleted; release, unlock, vote and raise

  • edit_update

    Change one of the player's developer posts (kind devlog, from list_updates) by its id: its title (2 to 80), its words in Markdown (up to 10,000) and its attachments (media: the whole new list, in order, up to 4 pictures or a video and 3; the ones it had, and new ones from upload_

  • pin_update

    Pin one of a game's posts first in its page's Updates, before the newest (pinned: true, the default), or unpin it (false). Any post, Player Two's own "Out now" too. One a game: pinning another unpins the one before. Nobody is told; visitors see Pinned on it.

  • delete_update

    Take one of the player's developer posts (kind devlog) off its game's page for good, by its id from list_updates: gone from the page, the feeds, the studio and the API; the notices it sent are taken out of players' lists (an email already sent stays sent); its pictures and video

  • list_comments

    Players' comments on one of the player's games' posts (id from list_updates), oldest first, the newest last, up to 200: each with its id, words, who wrote it (dev: the game's team), when, whether it was taken down, the comment it replies to, and whether it is new for the player (

  • hide_comment

    Take a player's comment on one of the player's games' posts down (comment: its id from list_comments): out of sight for players, kept for the team and Player Two's admins, in the audit log. Only when the player asked, or it plainly breaks the rules (spam, abuse); a comment someon

  • lock_comments

    Lock one of the player's games' posts' comments (locked: true: no more, the ones there stay) or open them again (false).

  • mark_comments_read

    For the player, on the game's team: a post's comments (id from list_updates) read up to now (or up to until, in milliseconds: the newer ones stay new), or every post's with no id (Mark all read). Each of the team has their own: a teammate's new comments stay new. Answers how many

  • my_studio

    The player's studio: its games and where each stands, and whether their identity is checked (needed only for raises).

Basischecksi

Wir prüfen Informationen, die jeder sehen kann; den Code haben wir nicht gelesen. Checks, die nicht zutreffen, werden nicht mitgezählt. · Geprüft am 8. Nov. 2026

  • ✓ Bestanden

    Entwickler passt zum Repo

    Der Registry-Name wurde über die Domain playertwo.lol bestätigt (die Registry prüft, wem die Domain gehört)

  • … Noch nicht geprüft

    Wird noch gepflegt

    Dieses Repo haben wir noch nicht von GitHub gelesen

  • … Noch nicht geprüft

    Hat eine Lizenz

    Dieses Repo haben wir noch nicht von GitHub gelesen

  • ✓ Bestanden

    Endpunkt antwortet

    Antwort in 603 ms (HTTP 200)

  • – Nicht zutreffend

    Anmeldung mit OAuth

    Keine Anmeldung nötig

  • ✓ Bestanden

    Keine versteckten Anweisungen in Tool-Beschreibungen

    Wir haben 33 Tool-Beschreibungen gelesen und keine versteckten Anweisungen an die KI gefunden

Im Vergleich mit anderen in Spiele, Sport, Essen & Lerneni

  • Mehr Sterne als 0 % der anderen 1302 Server in dieser Kategorie
  • Neuer in der Registry veröffentlicht als 100 % der anderen 1302 Server in dieser Kategorie
  • Basischecks gleich gut wie oder besser als bei 100 % der anderen 1302 Server in dieser Kategorie

Verglichen mit allen aktiven Servern dieser Kategorie in der Registry. Sterne zählen nur, wenn dem Herausgeber das Repo gehört.

Häufige Fragen

Ist Player Two sicher?

Er hat 3 von 3 zutreffenden Basischecks bestanden. Den Code haben wir nicht gelesen. Bevor du einen Schlüssel oder Token hinzufügst, sieh nach, welche Zugriffe der Server verlangt, und nutze einen Schlüssel, der nur die Berechtigungen hat, die du brauchst.

Welche Schlüssel oder Codes braucht er?

Das musst du eintragen: Authorization

Läuft er auf meinem Computer oder in der Cloud?

Er läuft in der Cloud des Entwicklers. Du verbindest dich übers Internet, ohne etwas zu installieren, aber was du sendest, läuft über die Server des Entwicklers.

Wird er noch gepflegt?

Das GitHub-Repo wurde zuletzt – geändert, und die neueste Version (1.1.0) kam heute in die Registry.

Welche Apps können ihn nutzen?

Apps, die MCP unterstützen, etwa Claude Desktop, Claude Code, Cursor und VS Code. Er verbindet sich per URL, also funktionieren auch Apps, die Remote-MCP-Server akzeptieren, zum Beispiel ChatGPT im Entwicklermodus.

Was kann ich stattdessen nutzen?

In derselben Kategorie: cmpose, Convoca, mcp.film directory

Alternativen

Server derselben Kategorie von anderen Entwicklern, sortiert nach Sternen.

So liest du eine Karte:↓ Downloads pro Wochei★ GitHub-SterneiDrei Säulen: Bewertungen · Checks · NutzungiAktualisiert = neueste Version in der Registry veröffentlichti

cmpose

Generate Compose Multiplatform apps, Unity games and Ktor backends locally from tested templates.

von whinstudioWachsend↓ 2965/Wo.Aktualisiert heute

Läuft auf deinem Computer

Convoca

Open literary prizes and contests in Spanish and Catalan, with winners and awarded books.

von convocaliteraria.comAm AnfangAktualisiert heute

Läuft in der Cloud✓ convocaliteraria.com

mcp.film directory

Search the curated directory of MCP servers for AI filmmaking and plan a full production stack.

von c47-incAm Anfang↓ 113/Wo.Aktualisiert heute

Computer oder Cloud✓ mcp.film

README vom Entwickler

README öffnen

Unverändert aus dem Repo des Entwicklers übernommen. PopNx MCP hat den Inhalt weder geprüft noch empfiehlt es ihn. HTML, Bilder und Skripte wurden entfernt. Links führen von dieser Website weg.

Player Two SDK

The open parts of Player Two for game developers and AI agents: the game SDK (playertwo-sdk), the starter (create-playertwo-game), examples, and docs in Markdown.

Player Two is a game store and a launchpad. Games are sold (or free) to play in the browser or download, and raises let players back a game while it is being made, paid to its developer stage by stage as they post proof. A web game hosted on Player Two plays at its own address on playertwo.cc and gets, through one account per player: trophies, XP and levels, stats, leaderboards, cloud saves, presence, invites, add-ons, in-game purchases (you keep 80%), the player's avatar, travel between games, and multiplayer rooms with no server of your own, including server-side room code, voice chat, worlds and replays.

This repository holds the SDK, the starter and their docs. The Player Two platform itself is not open source.

Quick start

npm create playertwo-game@latest my-game

cd my-game npm install npm run dev # open it in two tabs: each tab is a player

Or add the SDK to your own game:

<script src="https://playertwo.lol/sdk/v1.js"></script>

npm install playertwo-sdk

import { init } from "playertwo-sdk";

const p2 = await init();

Put it on Player Two: submit the game at https://playertwo.lol/submit, make an agent key in your studio (Agents), then

curl -fsSLO https://playertwo.lol/cli/p2.mjs

P2_AGENT_KEY=p2_agent_... node p2.mjs push dist --game your-game

What's here

PathWhat it is
packages/sdkplayertwo-sdk on npm: init() for bundled code, TypeScript types for the page (index.d.ts) and for a room's server code (playertwo-sdk/room, room.d.ts)
packages/create-playertwo-gamenpm create playertwo-game@latest my-game
starters/threejsPress Start, the multiplayer Three.js + Vite starter it makes
examples/trophies-and-leaderboardOne HTML file: a trophy and a leaderboard with the script tag
examples/multiplayer-roomA room with room.sync, messages, shared state and a server-side room.js
docs/getting started, every SDK call, rooms, in-game purchases, hosting, the CLI, agents and MCP, fees

For AI agents: the MCP server

Player Two runs a remote MCP server (Streamable HTTP) at https://playertwo.lol/api/mcp. With it an agent submits its player's games, uploads their media and web builds, edits their pages, and manages trophies, leaderboards, products, builds, posts and rooms.

claude mcp add --transport http player-two https://playertwo.lol/api/mcp

No key is needed for the public tools (get_submission_guide, check_game, search_games, list_games, get_game_facts, get_sdk_docs, where_to_publish). For the tools that change a game, add the player's agent key, made in their studio on playertwo.lol under Agents:

claude mcp add --transport http player-two https://playertwo.lol/api/mcp --header "Authorization: Bearer p2_agent_..."

Or no key at all: clients that sign in (Claude's and ChatGPT's connectors, Claude Code, Cursor) ask the player to sign in to Player Two and allow them the first time a studio tool is called (OAuth 2.1 with PKCE).

MCP Registry name: lol.playertwo/mcp (server.json); server card at https://playertwo.lol/.well-known/mcp.json. The same things over plain HTTP: the agent API (GET https://playertwo.lol/api/v1/agent/guide, POST https://playertwo.lol/api/v1/agent/games), with its OpenAPI 3.1 spec at https://playertwo.lol/openapi.json. Details: docs/agents-and-mcp.md.

Links

  • Player Two: https://playertwo.lol
  • Docs: https://playertwo.lol/docs (the SDK: https://playertwo.lol/docs/sdk, hosting: https://playertwo.lol/docs/hosting)
  • For language models: https://playertwo.lol/llms.txt, and this repository's llms.txt
  • Everything a game gets, on one page: https://playertwo.lol/developers
  • Contact: hello@playertwo.lol

Issues

Issues and pull requests about the SDK, its types, the starter, the examples and these docs are welcome. Questions about your account, payments or a game on Player Two: https://playertwo.lol/help.

License

MIT, see LICENSE.

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