原型 · 预览版:收录官方注册中心里的全部服务器,每 30 分钟同步一次。评价和账户功能将在后续阶段推出。
PopNx MCP为使用 AI 的人准备的 MCP 服务器 · 用大白话讲清楚

Glitchless

作者:glitchless-gg版本 0.14.1i★ –i电脑或云端
注册名称io.github.glitchless-gg/glitchless

安装

概览

作者提供的说明(英文原文)

Coding agents can build a game. They can't see anyone play it. Glitchless lets them.

PopNx MCP 的三大支柱

这三项永远不会合并成一个分数:意见、测量和人气是不同的东西。

它能帮你做什么

我们还没有为它写通俗的介绍。下面是我们从注册中心读取到的事实。

  • 连接方式: 电脑或云端
  • 传输方式: stdio, Streamable HTTP
  • 分类: 其他
  • 你需要填写:GLITCHLESS_API_KEY

安装

选择你使用的 AI 应用,然后复制设置。

安装之前

  • 基础检查:3 项中通过 3 项
  • 在作者的服务器上运行:你向它提出的内容会经过他们的服务器。
  • 需要你自己填写: GLITCHLESS_URL, GLITCHLESS_API_KEY, GLITCHLESS_SERVICE

标为机密的值是你账户的钥匙。千万不要分享给别人,也不要粘贴到聊天里。

你需要

  • 在云端运行无需安装任何东西,通过互联网连接
  • npm已安装 Node.js(用于 npx 命令)

你用的是哪个应用?

在上方选择你的应用。我们会记住它,下次按钮会显示“安装到 …”。

适用于网页版、桌面版和手机版 Claude:

  1. 打开 Settings → Connectors
  2. 点击 Add custom connector
  3. 粘贴下面的地址,然后点击 Add
  4. 如果要求登录,请登录作者的服务
SettingsConnectors1+ Add2https://…3
https://api.glitchless.gg/mcp

或者在你的电脑上运行

打开 Claude Desktop → Settings → Developer → Edit Config,把下面的内容粘贴到 claude_desktop_config.json

{
  "mcpServers": {
    "glitchless": {
      "command": "npx",
      "args": [
        "-y",
        "glitchless-mcp"
      ],
      "env": {
        "GLITCHLESS_URL": "your-value",
        "GLITCHLESS_API_KEY": "your-value",
        "GLITCHLESS_SERVICE": "your-value"
      }
    }
  }
}

在终端中运行这条命令

claude mcp add --transport http glitchless https://api.glitchless.gg/mcp

或者在你的电脑上运行

claude mcp add glitchless --env GLITCHLESS_URL=your-value --env GLITCHLESS_API_KEY=your-value --env GLITCHLESS_SERVICE=your-value -- npx -y glitchless-mcp

运行前请先填写空着的值。

在 Cursor 中打开

或者自己复制设置

粘贴到项目中的 .cursor/mcp.json,或 ~/.cursor/mcp.json

{
  "mcpServers": {
    "glitchless": {
      "url": "https://api.glitchless.gg/mcp"
    }
  }
}

或者在你的电脑上运行

在 Cursor 中打开

或者自己复制设置

粘贴到项目中的 .cursor/mcp.json,或 ~/.cursor/mcp.json

{
  "mcpServers": {
    "glitchless": {
      "command": "npx",
      "args": [
        "-y",
        "glitchless-mcp"
      ],
      "env": {
        "GLITCHLESS_URL": "your-value",
        "GLITCHLESS_API_KEY": "your-value",
        "GLITCHLESS_SERVICE": "your-value"
      }
    }
  }
}

浏览器会先询问是否打开应用,然后应用会显示设置并请你确认。密钥的值会留空,由你自己填写。

在 VS Code 中打开

或者自己复制设置

粘贴到项目中的 .vscode/mcp.json

{
  "servers": {
    "glitchless": {
      "type": "http",
      "url": "https://api.glitchless.gg/mcp"
    }
  }
}

或者在你的电脑上运行

在 VS Code 中打开

或者自己复制设置

粘贴到项目中的 .vscode/mcp.json

{
  "servers": {
    "glitchless": {
      "type": "stdio",
      "command": "npx",
      "args": [
        "-y",
        "glitchless-mcp"
      ],
      "env": {
        "GLITCHLESS_URL": "your-value",
        "GLITCHLESS_API_KEY": "your-value",
        "GLITCHLESS_SERVICE": "your-value"
      }
    }
  }
}

浏览器会先询问是否打开应用,然后应用会显示设置并请你确认。密钥的值会留空,由你自己填写。

ChatGPT 只能连接互联网上的服务器:

  1. 打开网页版 ChatGPT → Settings → Connectors (Apps)
  2. 点击 Create 或 Add(部分套餐需要先在 Advanced 中开启 Developer mode)
  3. 粘贴下面的地址,起个名字,然后保存
  4. 如果要求登录,请登录作者的服务
SettingsConnectors1+ Create2https://…3
https://api.glitchless.gg/mcp

菜单名称可能因套餐和版本不同而略有差异。

你的选择通过 Cookie 保存在这台设备上,无需账户。

需要你填写的值

  • GLITCHLESS_URL env
    Your Glitchless server. Leave it unset after `npx glitchless-mcp login` (Glitchless Cloud); set it for a self-hosted server, such as http://localhost:7777
  • GLITCHLESS_API_KEY 机密 env
    A workspace key (gl_ws_..., every game) or a game key (gl_sk_..., one game). Not needed after `npx glitchless-mcp login`
  • GLITCHLESS_SERVICE env
    The game to use when a tool call doesn't name one

这些设置是根据作者在注册中心的条目生成的。如果 README 的写法不同,请以 README 为准。

它能做什么

服务器要求先登录,才会列出它的工具。

基础检查i

我们检查的是任何人都能看到的信息;我们没有阅读代码。不适用的检查项不计入总数。 · 检查于 2026年11月7日

  • ✓ 通过

    作者与仓库一致

    注册名称已通过 GitHub 账户 glitchless-gg 验证,该账户拥有此仓库

  • … 尚未检查

    仍在维护

    我们还没有从 GitHub 读取这个仓库

  • … 尚未检查

    有许可证

    我们还没有从 GitHub 读取这个仓库

  • ✓ 通过

    端点有响应

    在 1527 毫秒内响应(HTTP 401)

  • ✓ 通过

    使用 OAuth 登录

    声明支持 OAuth 登录,你的 AI 应用可以带你去登录

  • … 尚未检查

    工具描述中没有隐藏指令

    尚未检查;我们会在检查端点时读取工具列表

与“其他”中的其他服务器比较i

  • 星标数多于此分类中其他 32709 个服务器的 0%
  • 发布到注册中心的时间比此分类中其他 32709 个服务器的 95% 更新
  • 基础检查结果等于或优于此分类中其他 32709 个服务器的 100%

与注册中心里这个分类中所有活跃的服务器比较。只有当发布者拥有该仓库时,星标数才计入。

常见问题

Glitchless 安全吗?

它在 3 项适用的基础检查中通过了 3 项。我们没有阅读代码。在添加密钥或令牌之前,请先看看这个服务器要求哪些权限,并使用只具备所需权限的密钥。

它需要哪些密钥或代码?

你需要填写:GLITCHLESS_API_KEY

它在我的电脑上运行还是在云端?

两种方式都可以:安装在你的电脑上,或者连接云端版本。

它还在维护吗?

GitHub 仓库最后更新于–,最新版本(0.14.1)于前天进入注册中心。

哪些应用可以使用它?

支持 MCP 的应用,例如 Claude Desktop、Claude Code、Cursor 和 VS Code。它通过 URL 连接,所以接受远程 MCP 服务器的应用也可以使用,例如开启开发者模式的 ChatGPT。

有什么可以替代它?

同一分类中有:Spec Driven Development, Remote Desktop Commander, SwarmMemo

替代选择

同一分类中其他作者的服务器,按星标数排序。

如何看卡片:★ GitHub 星标i三大支柱:评价 · 检查 · 使用情况i更新 = 最新版本发布到注册中心的时间i

Spec Driven Development

作者:formulahendry

MCP Server that facilitates spec-driven development workflows, not just Vibe Coding.

在你的电脑上运行★ 440MIT14个月前更新
安装

Remote Desktop Commander

作者:desktop-commander

Remote Desktop Commander: use files, terminal and processes on your own computers from any AI app.

在云端运行★ 211前天更新
安装

SwarmMemo

作者:Hugo0

Talk with agent swarms: rooms, private messages and paid tasks for AI agents

在云端运行今天更新
安装

作者的 README

打开 README

按原文从作者的仓库复制。PopNx MCP 没有审查或背书其内容。HTML、图片和脚本已被移除。链接会离开本站。

glitchless-mcp

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.

Sign in to a workspace (Glitchless Cloud)

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.

Serve it over HTTP yourself

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.

Settings

VariableWhat
GLITCHLESS_URLYour 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_KEYA 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_GAMEWith a workspace key, the game to use when a call doesn't name one. Optional
GLITCHLESS_SERVICEThe service to use when a call doesn't name one. Optional

Add it to your agent

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.

Tools

ToolWhat it answers
glitchless_list_gamesWhich 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_inConnect to a Glitchless Cloud workspace: a link and a code for the person to approve
glitchless_create_gameA 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_linksA 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_triageThe 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_knownMark 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_errorResolve 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_alertsA 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_performanceFrame time per level, with draw calls, geometry counts and game gauges
glitchless_get_errorOne error issue, with its stack and the gameplay before it
glitchless_player_funnelPer 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_eventsThe 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_dashboardThe game's dashboard: its pages, and one board's panels with their numbers
glitchless_set_dashboardSave 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_versionsTwo or more versions side by side, in the game's own stats first, to confirm a fix with real players
glitchless_sessionOne play session in detail, with its whole event timeline
glitchless_bug_reportsBug reports players sent from inside the game: their notes, levels, positions and sessions, and one report's screenshot when asked
glitchless_storeFor 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_revenueFor 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_matchA 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_networkPing, 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_serversA 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_playtestAutoplay bots play the game and compare with a saved baseline (glitchless-playtest; needs Playwright in the game project)
glitchless_deckBuild 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.

License

MIT

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