Spec Driven Development
MCP Server that facilitates spec-driven development workflows, not just Vibe Coding.
Description from the maker (original English)
Let coding agents play, test and tune your 2D web game: live state, explained errors, replays, fuzz.
These three are never merged into one score: opinions, measurements and popularity are different things.
We have not written a plain-language summary for this one yet. Below are the facts we read from the registry.
Pick the AI app you use, then copy the settings.
You need
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Open Claude Desktop → Settings → Developer → Edit Config, and paste this into claude_desktop_config.json
{
"mcpServers": {
"debuff": {
"command": "npx",
"args": [
"-y",
"@debuffjp/mcp"
]
}
}
}Run this in your terminal
claude mcp add debuff -- npx -y @debuffjp/mcpPaste into .cursor/mcp.json in your project, or ~/.cursor/mcp.json
{
"mcpServers": {
"debuff": {
"command": "npx",
"args": [
"-y",
"@debuffjp/mcp"
]
}
}
}Your browser asks to open the app, then the app shows the settings and asks you to confirm. Key values are left empty for you to fill in.
Paste into .vscode/mcp.json in your project
{
"servers": {
"debuff": {
"type": "stdio",
"command": "npx",
"args": [
"-y",
"@debuffjp/mcp"
]
}
}
}Your browser asks to open the app, then the app shows the settings and asks you to confirm. Key values are left empty for you to fill in.
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These settings are generated from the maker’s registry entry. If the README says otherwise, follow the README.
Runs on your computer; the tool list appears in your AI app after you install it.
We check information anyone can see; we have not read the code. Checks that do not apply are left out of the count. · Checked Nov 6, 2026
The registry name was verified against the domain debuff.jp (the registry checks domain ownership)
We have not read this repo from GitHub yet
We have not read this repo from GitHub yet
This one runs on your computer; there is no internet endpoint
Runs on your computer and uses local settings instead
Runs on your computer; we can only read tool lists from internet endpoints
Compared with every active server in this category in the registry. Stars count only when the publisher owns the repo.
It passed 1 of 1 applicable basic checks. We have not read the code. Before adding a key or token, see what access the server asks for and use a key with only the permissions you need.
The registry does not list a required key, though some servers ask you to sign in on first use.
It runs on your computer. Your AI app starts it when needed, and data does not pass through the maker’s servers (unless it calls an online service itself).
The GitHub repo last changed –, and the latest version (0.31.0) reached the registry today.
Apps that support MCP, such as Claude Desktop, Claude Code, Cursor and VS Code. You also need Node.js on your computer.
In the same category: Spec Driven Development, Remote Desktop Commander, FOGA node
Servers in the same category from other makers, sorted by stars.
Reading a card:★ GitHub starsiThree pillars: reviews · checks · usageiUpdated = latest version published to the registryi
MCP Server that facilitates spec-driven development workflows, not just Vibe Coding.
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Copied from the maker’s repo as written. PopNx MCP has not reviewed or endorsed it. HTML, images and scripts are removed. Links lead off this site.
An MCP server that lets AI agents inspect, build, test and play a debuff game. It uses the same evidence a human would want: real state, real frames, real test results.
New projects from npm create debuff include a .mcp.json, so MCP clients that read it (such as Claude Code) pick the server up automatically. For other clients:
claude mcp add debuff -- npx -y @debuffjp/mcp # Claude Code
{
"mcpServers": { "debuff": { "command": "npx", "args": ["-y", "@debuffjp/mcp"] } } }
Run it from the game's folder, or pass --root (or set DEBUFF_ROOT).
As a Claude Code plugin, which also adds a skill that teaches Claude the workflow:
/plugin marketplace add debuffjp/debuff
/plugin install debuff@debuff
As a Codex plugin: codex plugin marketplace add debuffjp/debuff, then codex plugin add debuff@debuff.
For Claude Desktop, mcpb/manifest.json describes a desktop extension that asks for the game folder. Pack it from that folder with npx @anthropic-ai/mcpb pack.
| Tool | What it does |
|---|---|
inspect_project | Dependencies, plugins and their contributions, assets, last build size |
list_assets | Every asset with its type, size and importer, plus warnings and possibly unused ids |
typecheck | Type-check with the project's own tsc; no browser needed. Vite doesn't type-check, so run it after edits |
build | Production build plus size report; leaks must be empty |
run_tests | Run the logic tests in tests/ (keiko): the real game in Node, no browser; failures carry the tick, scene and state |
run_scenarios | Run scenarios/*.json headless; per-step results, errors, captures |
fuzz | Play with random input; each crash, stuck state or back-and-forth loop comes with an explained error and a scenario that replays it |
game_start | Attach to the live game, or open a private headless copy, paused (see below). Headless takes a viewport: [w, h]; reducedMotion forces it on or off |
game_step | Advance fixed simulation steps (pausing first); returns state (quiet leaves out your inspect() data) |
game_pause | Pause or resume a live game |
game_frames | Recent frame breakdown: update/render ms, catch-up steps, quads, draw calls, long tasks; summary gives percentiles and the 3 slowest |
game_notes | Moments the human flagged in the overlay, with the state at that tick |
game_rewind | Live mode: take the human's game back (or forward) to a tick, paused, with its exact state then |
game_replay | Save the live session up to a tick (for example a note's) as a scenario in .debuff/replays/ that reproduces it. From 0.31 it holds state checkpoints, so run_scenarios warns at the tick where the replay stops matching |
game_input | press / release keys (and PointerRight / PointerMiddle); tap, pointer_down (with an optional kind: mouse, touch or pen), pointer_move, pointer_up; wheel (dy, dx); touch_down, touch_move, touch_up by contact id |
game_state | Scene, tick, logical width/height, renderer, frame stats, reducedMotion, your inspect() data |
game_command | Run a command the game registered with devTools({ commands }), with JSON args |
game_params / game_set_param | Read and tune typed params (validated) |
game_capture | The current frame as a PNG image; path also saves it in the project (thumbnails, store art). social: true letterboxes it into 1200×675 for X and Bluesky posts (added in 0.26) |
game_clip | Live mode: start a rolling recording, save the last 15 s as a video in .debuff/captures/, stop. For devlogs and press kits; the human posts. Added in 0.26 |
game_errors | Runtime errors, explained: whose problem (your code, a rejected call, a debuff bug), the source line, a hint |
game_stop | Close the game. From 0.28, a headless game also closes after 15 idle minutes, and a call that takes over 60 s fails with game_hung |
report_papercut | Report tooling friction in debuff, keiko, myaku, spryte or debuff.jp to papercuts.debuff.jp. Returns close matches instead of filing a duplicate; call again with hit: or force: true. With hit, workaround fills the papercut's workaround when it has none (from 0.24.1). Added in 0.24 |
Tool calls that fail on setup twice in a week, or run far too long, are reported to papercuts.debuff.jp on their own, and the result says so (see debuff papercuts in the CLI README to turn it off). From 0.24.
Workflows clients can offer as slash commands: playtest, fix-errors, tune-feel, add-mechanic, devlog-post (added in 0.26: capture a still and a clip, then draft short posts for the human to send) and explain-stutter.
If you have the game open under debuff dev, game_start attaches to that tab (mode live). The overlay shows an agent badge, and every pause, step and param change the agent makes appears in its activity log, where you can undo it. Type a note in the overlay ("jump feels floaty here") to flag a moment; the agent reads it, along with the game state at that tick, through game_notes. game_stop resumes your game and disconnects.
Otherwise, or with mode: "headless", the agent gets a private copy in a headless browser. Time only advances through game_step, so what it sees is reproducible, and a scenario can replay it exactly.