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

Player Two

作者:TheDudeCommits版本 1.1.0i★ –i在云端运行
注册名称lol.playertwo/mcp

安装

概览

作者提供的说明(英文原文)

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

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: 在云端运行
  • 传输方式: Streamable HTTP
  • 分类: 游戏、体育、美食与学习
  • 你需要填写:Authorization

安装

选择你使用的 AI 应用,然后复制设置。

安装之前

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

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 …”。

这个地址需要在请求的 header 中放入密钥,而添加连接器的菜单无法设置。请改用 Claude Code、Cursor 或 VS Code。

在终端中运行这条命令

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

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": {
    "playertwo": {
      "url": "https://playertwo.lol/api/mcp",
      "headers": {
        "Authorization": "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": {
    "playertwo": {
      "type": "http",
      "url": "https://playertwo.lol/api/mcp",
      "headers": {
        "Authorization": "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。

这个地址需要在请求的 header 中放入密钥,而添加连接器的菜单无法设置。请改用 Claude Code、Cursor 或 VS Code。

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

  • Authorization 机密 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.

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

工具名称和描述与服务器在 2026年11月8日 报告的完全一致。这些内容由作者撰写,不是我们写的;我们以纯文本形式显示。

  • 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).

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9日

  • ✓ 通过

    作者与仓库一致

    注册名称已通过域名 playertwo.lol 验证(注册中心会核实域名所有权)

  • … 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 603 毫秒内响应(HTTP 200)

  • – 不适用

    使用 OAuth 登录

    无需登录

  • ✓ 通过

    工具描述中没有隐藏指令

    已读取 33 个工具描述,未发现针对 AI 的隐藏指令

与“游戏、体育、美食与学习”中的其他服务器比较i

  • 星标数多于此分类中其他 1314 个服务器的 0%
  • 发布到注册中心的时间比此分类中其他 1314 个服务器的 97% 更新
  • 基础检查结果等于或优于此分类中其他 1314 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

Player Two 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:Authorization

它在我的电脑上运行还是在云端?

它在作者的云端运行。通过互联网连接,无需安装,但你发送的内容会经过作者的服务器。

它还在维护吗?

GitHub 仓库最后更新于–,最新版本(1.1.0)于今天进入注册中心。

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:SFX Brew, FDA Recall Alerts — Food & Product Safety (fdarecall), Archivo de Esto También es Política

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:↓ 每周下载量i★ 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

SFX Brew

Free game sound effects for AI agents: 45 Eastern and general SFX rendered locally to WAV or JS.

作者:2365836149-sketch非常新今天更新

在你的电脑上运行✓ sfxbrew.com

Archivo de Esto También es Política

Archivo del podcast Esto También es Política: episodios, transcripciones y glosario político.

作者:estotambienespolitica.com起步阶段今天更新

在云端运行✓ estotambienespolitica.com

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。

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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