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Curated game development knowledge for AI coding tools. 144 docs covering MonoGame, Godot, game design, and programming patterns.
Curated game development knowledge for AI coding tools. 144 docs covering MonoGame, Godot, game design, and programming patterns.
CI CodeQL npm version npm downloads Node.js License: MIT
Your AI forgets everything mid-project. Give it permanent game development knowledge.
GameDev MCP Server is a knowledge layer for AI coding assistants. It provides 140+ curated game development docs — design patterns, architecture guides, engine-specific implementation details — delivered through MCP so your AI assistant never loses context on how to build games.
Works with Claude Code, Claude Desktop, Cursor, Windsurf, Cline, and any MCP-compatible tool.
Every game dev using AI hits the same wall: your assistant starts strong, then forgets your architecture mid-session. It suggests deprecated APIs. It doesn't know the difference between a state machine and a behavior tree. It writes Unity 5 code when you're on Unity 6.
GameDev MCP Server solves this by giving your AI a persistent, searchable knowledge base of curated game dev expertise — not raw docs, but structured implementation guidance that actually helps you build.
| Category | Examples | Docs |
|---|---|---|
| 🎮 Game Design | Genre systems, game feel, balancing, progression | 12 |
| 🏗️ Architecture | ECS, state machines, scene management, signals | 18 |
| 💻 Programming | Design patterns, data structures, algorithms | 15 |
| 🎯 Engine Guides | MonoGame (78 guides), Godot (11 docs), Unity (planned) | 89+ |
| 🔧 Core Concepts | Camera, physics, pathfinding, networking, combat, particles, UI | 19 |
| 📋 Project Mgmt | Scope control, sprint planning, art pipeline | 7 |
140+ docs. 4MB+ of curated knowledge. Zero external dependencies.
npx gamedev-mcp-server
That's it. No install required. Add it to your MCP config and your AI has instant game dev knowledge.
claude mcp add gamedev -- npx -y gamedev-mcp-server
Add to your MCP config file:
{
"mcpServers": {
"gamedev": {
"command": "npx",
"args": ["-y", "gamedev-mcp-server"]
}
}
}
Config file locations:
claude_desktop_config.json.cursor/mcp.json~/.windsurf/mcp.jsonGameDev MCP Server uses a modular architecture. Core knowledge (design, patterns, algorithms) is always available. Engine-specific modules add implementation guides for your stack.
| Module | Status | Docs | Description |
|---|---|---|---|
core |
✅ Stable | 52 | Engine-agnostic game dev knowledge |
monogame-arch |
✅ Stable | 78 | MonoGame + Arch ECS — guides G1–G69, architecture, library reference |
godot-arch |
🚧 Active | 11 | Godot 4.4+ — architecture, GDScript/C#, scene composition, state machines, signals, input, physics, camera, tilemaps, animation |
unity-arch |
📋 Planned | — | Unity 6 — URP, ECS, modern patterns |
bevy-arch |
📋 Planned | — | Bevy ECS — Rust game dev |
Modules are auto-discovered. To filter which modules load:
{
"env": {
"GAMEDEV_MODULES": "monogame-arch,godot-arch"
}
}
Without GAMEDEV_MODULES, all available modules load automatically.
| Tool | Description |
|---|---|
| Tool | Description |
| ------ | ------------- |
search_docs |
Full-text search across all docs with TF-IDF ranking, category/module/engine filters, cross-engine grouping |
get_doc |
Fetch a doc by ID with optional section extraction and maxLength for context efficiency |
list_docs |
Browse docs by category and module, with compact summary mode |
list_modules |
Discover available engine modules and their status |
compare_engines |
Compare how different engines approach the same topic (e.g., camera, physics, input) |
random_doc |
Discover docs serendipitously — great for exploration and learning |
genre_lookup |
Genre → required systems mapping (platformer, roguelike, tower defense, etc.) |
session |
Dev session co-pilot — structured workflows for planning, debugging, scoping |
license_info |
Show current tier and features |
Unlike tool-heavy MCP servers that dump 50K+ tokens of schemas into your context window, GameDev MCP Server is built for precision:
get_doc("G64", section: "Knockback") returns just the knockback section, not the full 52KB docmaxLength param — Cap any response to fit your context budgetThe server works fully out of the box with a generous free tier.
| Feature | Free | Pro |
|---|---|---|
| Core docs (design, patterns, algorithms) | ✅ | ✅ |
| Search | Core docs | All modules |
| Engine modules (MonoGame, Godot, etc.) | — | ✅ |
| Session co-pilot | — | ✅ |
| Genre lookup | Summary | Full details |
get_doc section extraction |
✅ | ✅ |
Pro unlocks engine-specific implementation guides — the stuff that turns "I know game design theory" into "here's exactly how to build it in Godot/MonoGame/Unity."
Get a Pro license → gamedev-mcp.lemonsqueezy.com
Add your key to the MCP config:
{
"env": {
"GAMEDEV_MCP_LICENSE": "your-license-key"
}
}
Or create ~/.gamedev-mcp/license.json:
{ "key": "your-license-key" }
The server validates on startup, caches for 24h, and gracefully falls back to free tier if anything goes wrong. It never crashes.
There are 14,000+ MCP servers out there. Here's why this one matters for game dev:
compare_engines("camera") shows you how Godot and MonoGame each handle it. No need to install separate MCPs per engine.The genre_lookup tool maps any genre to its required systems with implementation priorities:
Platformer · Metroidvania · Roguelike · Tower Defense · Survival · RPG · Bullet Hell · Top-Down Shooter · Side-Scrolling · Fighting · Puzzle
Each genre profile includes: required systems, optional enhancements, suggested doc reading order, and a starter checklist.
git clone https://github.com/sbenson2/gamedev-mcp-server.git
cd gamedev-mcp-server
npm install
npm run build
npm test # 187 tests, Node.js built-in test runner
npm run dev # Watch mode
Skip license validation for local development:
{
"env": {
"GAMEDEV_MCP_DEV": "true"
}
}
docs/
├── core/ # Engine-agnostic (always loaded)
│ ├── game-design/ # Genre profiles, game feel, balancing
│ ├── programming/ # Patterns, principles, data structures
│ ├── concepts/ # Camera, physics, pathfinding, networking, particles
│ ├── project-management/ # Scope, sprints, pipelines
│ ├── ai-workflow/ # AI code generation best practices
│ └── session/ # Co-pilot workflow prompts
├── monogame-arch/ # MonoGame + Arch ECS
│ ├── architecture/ # ECS overview, migration notes
│ ├── guides/ # G1–G69 implementation guides
│ └── reference/ # Library stack, project structure
└── godot-arch/ # Godot 4.4+
├── architecture/ # Node tree philosophy, GDScript vs C# decision guide
├── guides/ # Scene composition, state machines, signals, input, physics, camera, tilemaps, animation
└── reference/ # (coming soon)
Docs are also available as MCP resources for clients that support them:
gamedev://docs/{module}/{id} — Any doc by module and IDgamedev://prompts/session — Session co-pilot promptgamedev://prompts/code-rules — AI code generation rulesFound a bug? Have a doc suggestion? Open an issue.
MIT — see LICENSE.
Built for game devs who use AI. Stop fighting context loss. Start building.
Run in your terminal:
claude mcp add gamedev-mcp-server -- npx