Spec Driven Development
MCP Server that facilitates spec-driven development workflows, not just Vibe Coding.
제작자가 쓴 설명(영어 원문)
Coding agents can build a game. They can't see anyone play it. Glitchless lets them.
이 세 가지는 절대 하나의 점수로 합치지 않아요. 의견, 측정, 인기는 서로 다른 것이니까요.
이 서버는 아직 쉬운 말로 된 요약을 쓰지 못했어요. 아래는 레지스트리에서 읽어 온 사실이에요.
쓰고 있는 AI 앱을 고른 다음 설정을 복사하세요.
GLITCHLESS_URL, GLITCHLESS_API_KEY, GLITCHLESS_SERVICE비밀로 표시된 값은 내 계정의 열쇠예요. 절대 다른 사람과 공유하거나 채팅에 붙여 넣지 마세요.
필요한 것
어떤 앱을 쓰세요?
위에서 앱을 고르세요. 기억해 두었다가 다음부터는 버튼에 “…에 설치”라고 표시해요.
웹, 데스크톱, 모바일의 Claude에서 쓸 수 있어요:
https://api.glitchless.gg/mcpClaude Desktop → Settings → Developer → Edit Config를 열고 claude_desktop_config.json에 이 내용을 붙여 넣으세요
{
"mcpServers": {
"glitchless": {
"command": "npx",
"args": [
"-y",
"glitchless-mcp"
],
"env": {
"GLITCHLESS_URL": "your-value",
"GLITCHLESS_API_KEY": "your-value",
"GLITCHLESS_SERVICE": "your-value"
}
}
}
}터미널에서 이 명령어를 실행하세요
claude mcp add --transport http glitchless https://api.glitchless.gg/mcpclaude mcp add glitchless --env GLITCHLESS_URL=your-value --env GLITCHLESS_API_KEY=your-value --env GLITCHLESS_SERVICE=your-value -- npx -y glitchless-mcp실행하기 전에 빈 값을 채워 주세요.
프로젝트의 .cursor/mcp.json 또는 ~/.cursor/mcp.json에 붙여 넣으세요
{
"mcpServers": {
"glitchless": {
"url": "https://api.glitchless.gg/mcp"
}
}
}프로젝트의 .cursor/mcp.json 또는 ~/.cursor/mcp.json에 붙여 넣으세요
{
"mcpServers": {
"glitchless": {
"command": "npx",
"args": [
"-y",
"glitchless-mcp"
],
"env": {
"GLITCHLESS_URL": "your-value",
"GLITCHLESS_API_KEY": "your-value",
"GLITCHLESS_SERVICE": "your-value"
}
}
}
}브라우저가 앱을 열지 물어본 다음, 앱이 설정을 보여 주고 확인을 요청해요. 키 값은 비워 두니 직접 입력하세요.
프로젝트의 .vscode/mcp.json에 붙여 넣으세요
{
"servers": {
"glitchless": {
"type": "http",
"url": "https://api.glitchless.gg/mcp"
}
}
}프로젝트의 .vscode/mcp.json에 붙여 넣으세요
{
"servers": {
"glitchless": {
"type": "stdio",
"command": "npx",
"args": [
"-y",
"glitchless-mcp"
],
"env": {
"GLITCHLESS_URL": "your-value",
"GLITCHLESS_API_KEY": "your-value",
"GLITCHLESS_SERVICE": "your-value"
}
}
}
}브라우저가 앱을 열지 물어본 다음, 앱이 설정을 보여 주고 확인을 요청해요. 키 값은 비워 두니 직접 입력하세요.
ChatGPT는 인터넷에 있는 서버에만 연결할 수 있어요:
https://api.glitchless.gg/mcp메뉴 이름은 요금제나 시기에 따라 조금 다를 수 있어요.
선택한 앱은 이 기기의 쿠키에만 저장돼요. 계정은 필요 없어요.
GLITCHLESS_URL envGLITCHLESS_SERVICE env이 설정은 제작자의 레지스트리 정보로 만들었어요. README와 다르면 README를 따르세요.
서버가 도구 목록을 보여 주기 전에 로그인을 요구해요.
누구나 볼 수 있는 정보를 점검했고, 코드는 읽지 않았어요. 해당하지 않는 항목은 개수에서 뺐어요. · 2026년 11월 7일 점검
레지스트리 이름이 GitHub 계정 glitchless-gg 기준으로 확인되었고, 이 계정이 저장소를 소유하고 있어요
아직 GitHub에서 이 저장소를 읽어 오지 않았어요
아직 GitHub에서 이 저장소를 읽어 오지 않았어요
1527ms 만에 응답(HTTP 401)
OAuth 로그인을 지원한다고 밝혀서, AI 앱이 로그인 화면으로 안내해 줘요
아직 점검하지 않았어요. 엔드포인트를 점검할 때 도구 목록을 읽어요
레지스트리에서 이 카테고리의 활성 서버 전체와 비교했어요. 스타는 게시자가 저장소를 소유한 경우에만 세요.
해당하는 기본 점검 3개 중 3개를 통과했어요. 코드는 읽지 않았어요. 키나 토큰을 넣기 전에 서버가 어떤 권한을 요구하는지 확인하고, 꼭 필요한 권한만 있는 키를 쓰세요.
입력해야 할 값: GLITCHLESS_API_KEY
둘 다 가능해요. 내 컴퓨터에 설치해도 되고, 클라우드 버전에 연결해도 돼요.
GitHub 저장소는 마지막으로 – 변경됐고, 최신 버전(0.14.1)은 어제 레지스트리에 올라왔어요.
Claude Desktop, Claude Code, Cursor, VS Code처럼 MCP를 지원하는 앱에서 쓸 수 있어요. URL로 연결되기 때문에, 원격 MCP 서버를 지원하는 앱(예: 개발자 모드의 ChatGPT)에서도 쓸 수 있어요.
같은 카테고리에는: Spec Driven Development, Remote Desktop Commander, Draugr
같은 카테고리에서 다른 제작자가 만든 서버예요. 스타 순으로 정렬했어요.
카드 보는 법:★ GitHub 스타i세 기둥: 리뷰 · 점검 · 사용 정도i업데이트 = 최신 버전을 레지스트리에 공개한 날i
MCP Server that facilitates spec-driven development workflows, not just Vibe Coding.
Remote Desktop Commander: use files, terminal and processes on your own computers from any AI app.
Security scanning for AI agents: SAST, SCA, secrets, IaC, DAST, ranked by real risk.
제작자의 저장소에서 쓰인 그대로 가져왔어요. PopNx MCP가 검토하거나 보증한 내용이 아니에요. HTML, 이미지, 스크립트는 제거했어요. 링크를 누르면 이 사이트를 벗어나요.
The Glitchless MCP server. It lets any coding agent (Claude Code, Codex, Cursor or another MCP client) read how your game runs for real players, from a Glitchless server: ranked findings, frame-time breakdowns, errors, level funnels, death hotspots and version comparisons. It can also run playtest bots before and after a change, to check a fix.
It's a stdio server. Run it with npx, no install needed:
npx -y glitchless-mcp
Apps that connect to a URL instead of starting a process (claude.ai, ChatGPT, Claude Code's HTTP servers) use Glitchless Cloud's hosted copy at https://api.glitchless.gg/mcp and sign in with OAuth: see Glitchless by URL. It has the same tools, less the ones that act on your own computer.
npx -y glitchless-mcp login
It prints a link and a code; you approve the code in the Glitchless dashboard, and it saves a workspace key in ~/.config/glitchless/credentials.json (readable only by you). From then on the server reaches every game in that workspace: glitchless_list_games lists them, glitchless_create_game makes one and returns its client token, and every tool takes game (a name or id). The key acts as you, with your role in the workspace, and never deletes data or touches billing or people. npx -y glitchless-mcp whoami shows where you're signed in, logout deletes the saved key, and Settings → Keys & access in the dashboard lists and revokes keys. An agent can also sign in from inside a chat with the glitchless_sign_in tool: it shows the link and code, and the running server switches over once you approve. The saved key is only ever sent to the server it was saved for: point GLITCHLESS_URL at another one (a meetup's own box) and the MCP server connects without it, so set GLITCHLESS_API_KEY if that server has a key.
npx -y glitchless-mcp serve [--port 3001] [--host 127.0.0.1]
The tools that work from a server (all but sign-in, playtests and the Steam Deck) at http://127.0.0.1:3001/mcp, over Streamable HTTP, for clients of the 2026-07-28 protocol and older ones alike. It reads with the same settings as the stdio server (below), for a self-hosted server or a signed-in workspace. It answers this computer only, and checks Host and Origin so web pages can't reach it; to listen on another address, set GLITCHLESS_MCP_TOKEN and have clients send it as Authorization: Bearer.
| Variable | What |
|---|---|
GLITCHLESS_URL | Your Glitchless server. Default: the signed-in workspace's, else http://localhost:7777. A saved sign-in goes only to the server it was saved for |
GLITCHLESS_API_KEY | A key, if the server needs one: a workspace key (gl_ws_…) for every game, or a secret key (gl_sk_…) for one. Overrides a sign-in. Keep it out of git and out of the game |
GLITCHLESS_GAME | With a workspace key, the game to use when a call doesn't name one. Optional |
GLITCHLESS_SERVICE | The service to use when a call doesn't name one. Optional |
Claude Code:
claude mcp add glitchless -e GLITCHLESS_URL=http://localhost:7777 -e GLITCHLESS_API_KEY=gl_sk_… -- npx -y glitchless-mcp
Codex, in ~/.codex/config.toml:
[mcp_servers.glitchless]
command = "npx" args = ["-y", "glitchless-mcp"] env = { GLITCHLESS_URL = "http://localhost:7777", GLITCHLESS_API_KEY = "gl_sk_…" }
Cursor, in .cursor/mcp.json (add the file to .gitignore if it holds the key):
{
"mcpServers": { "glitchless": { "command": "npx", "args": ["-y", "glitchless-mcp"], "env": { "GLITCHLESS_URL": "http://localhost:7777", "GLITCHLESS_API_KEY": "gl_sk_…" } } } }
Any other MCP client: the command is npx, the arguments are -y glitchless-mcp, and the settings above go in its environment.
| Tool | What it answers |
|---|---|
glitchless_list_games | Which games report to the server, with their versions and environments; signed in to a workspace, every game in it with its client token |
glitchless_sign_in | Connect to a Glitchless Cloud workspace: a link and a code for the person to approve |
glitchless_create_game | A new game in the workspace, with its client token and intake URL; demo: true makes the demo game (a week of sample play) |
glitchless_share_links | A read-only link to one board page, for a dev log, Discord or a game's "Live stats" link (page); lists them, and revokes one (revoke) |
glitchless_triage | The headline numbers (sessions, players, crash-free sessions, frame time, rage quits), then ranked findings: stutter per level and what it correlates with, leaks, top errors, difficulty spikes. Start here |
glitchless_mark_known | Mark a finding the game's owner accepts as known, so the weekly summary stops listing it (triage shows it last, with the note); clear: true removes the mark |
glitchless_resolve_error | Resolve an error issue the game's owner fixed or accepts: hidden from the Errors page, triage and the weekly summary until it fires again in a newer version (any_version: any); clear: true unresolves it |
glitchless_alerts | A game's alerts: where they go, which rules are on, the weekly summary, the env, and the last sends; glitchless_set_alerts turns rules, the weekly summary and email on or off, sets the env, removes the webhook and sends a test (a webhook URL is added in Settings → Alerts) |
glitchless_performance | Frame time per level, with draw calls, geometry counts and game gauges |
glitchless_get_error | One error issue, with its stack and the gameplay before it |
glitchless_player_funnel | Per level: starts, completions, deaths and their causes, disconnects, rage quits; split by what describes the attempt (tier, party size, class), runs per level, and retention; with hotspots, where players die on a level, clustered in world coordinates |
glitchless_events | The game's own events (whatever it sends with track, and the streams it counts with count): counts, attribute breakdowns, rates, distributions and funnels, and the session properties it sets |
glitchless_dashboard | The game's dashboard: its pages, and one board's panels with their numbers |
glitchless_set_dashboard | Save the game's pages: boards of panels in its own words, and the built-in views it keeps. Needs a key with the dashboard scope |
glitchless_compare_versions | Two or more versions side by side, in the game's own stats first, to confirm a fix with real players |
glitchless_session | One play session in detail, with its whole event timeline |
glitchless_bug_reports | Bug reports players sent from inside the game: their notes, levels, positions and sessions, and one report's screenshot when asked |
glitchless_store | For a game connected to a store (Glitchless Cloud: Steam, Google Play, the App Store): what players wrote there, by store, build or version, sentiment, topic (stutter, lag, fps, freeze, crash), device and, on Steam, Steam Deck, each build with the frame-time p95 and crash-free sessions measured on it; with show: "vitals", what Google Play (slow rendering, crash and ANR rates, the slowest devices and GPUs) or the App Store (hang rate, launch time, animation hitches, hang signatures) measured of each version, next to what Glitchless measured, and where the two disagree |
glitchless_revenue | For a game connected to RevenueCat or to its own Stripe account (Glitchless Cloud; source picks one, else both): its real revenue by day and revenue per player measured. RevenueCat's (production purchases only): installs (new customers) and active users, MRR, active subscriptions and trials, and revenue by version where RevenueCat splits it. Stripe's: refunds, disputes, fees and net, new paying customers, revenue by product, and by version and platform for purchases the game tied to a session. All next to the sessions, players and new players Glitchless measured and what the game's own purchase events add up to |
glitchless_match | A multiplayer game's matches (the worst by lag or disconnects on request), or one match from every side, 30 seconds at a time: each player's ping, frame time and outcome, the server's ticks, and whether the whole lobby lagged at once (the server) or one player did (their connection) |
glitchless_network | Ping, lag (play over 150 ms), packet loss and disconnects by level, version, platform, kind of connection and region, with the worst matches and the network findings |
glitchless_servers | A game's dedicated servers in server mode: servers running now and their players, tick time against its budget by players connected, map and version, crashes with the matches they ended, and memory that climbs. Every other tool reads them with service .server |
glitchless_playtest | Autoplay bots play the game and compare with a saved baseline (glitchless-playtest; needs Playwright in the game project) |
glitchless_deck | Build the game, send it to the paired Steam Deck, add it to the Deck's library and optionally start it (glitchless-deck; pair once with npx glitchless-deck pair); with measure: true, measure a Unity, Godot or Unreal build there and compare it with a saved run |
The reads take hours, version, env (e.g. prod), session_type (user for players only, tester for people on TestFlight and other test builds, synthetic for bots, playtests and store test devices, all) and props, the session properties the game sets ({ rank: "diamond" }, or a list of values). Unless env or session_type is given, findings read the production sessions of players and say so; the other numbers count every session in the window.
To let the agent drive the running game as well (measure frame times, inspect the scene, load a level), add the WebMCP server beside this one: npx -y @jason.today/webmcp@latest --mcp.
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