SteamOS Devkit
FreeNot checkedManages SteamOS Devkit devices, enabling discovery, pairing, title upload, and remote diagnostics via SSH, ADB, and devkit protocols.
About
Manages SteamOS Devkit devices, enabling discovery, pairing, title upload, and remote diagnostics via SSH, ADB, and devkit protocols.
README
mcp-steamos-devkit is a local MCP server for SteamOS Devkit Client devices. It wraps Valve's current Devkit Client model where possible and includes a native fallback for the core HTTP, SSH, rsync, and remote helper-script flow.
The server is built for Windows-first SteamOS Devkit installs, but the core adapter also works on Linux/macOS when ssh, rsync, and the Devkit helper scripts are available.
What It Exposes
- Device discovery over
_steamos-devkit._tcp.local - Resolve by mDNS name, hostname, or IP
- Device properties and
steamos-get-status --json - Pairing/registration using the Devkit HTTP
/registerflow - SSH key generation and Windows private-key ACL repair
- Sync of
devkit-utilsto~/devkit-utils - Title upload with rsync and Steam shortcut registration
- Title launch through
steam-devkit-rpc run-game - Steam client/session controls
- Logs, controller config dumps, screenshots, GPU traces, RGP captures, RenderDoc replay server control
- Steam Frame native diagnostics: Lepton container/debug-port inventory, Steam/SteamVR/OpenXR log manifests, systemd service listing, journal tails, and bounded OS/Lepton/static-binary inventory for MCP tool discovery
- Steam Frame Lepton ADB helpers: device listing, Wi-Fi/USB connect, forward/reverse, APK install, shell, logcat, bugreport, and Unreal Insights setup
- Steam Frame Unity split APK/OBB helpers: APK package inspection, OBB layout validation/staging, and focused launch diagnostics
- Safety confirmation tokens for destructive or arbitrary remote operations
Quick Start
Clone this repository, then run from the clone directory:
cd C:\path\to\mcp-steamos-devkit
python -m pip install -e .[dev]
mcp-steamos-devkit doctor
mcp-steamos-devkit serve
If the server cannot find the installed SteamOS Devkit Client, set:
$env:STEAMOS_DEVKIT_CLIENT_ROOT = 'E:\SteamLibrary\steamapps\common\SteamOSDevkitClient\windows-client'
Optional source checkout:
$env:STEAMOS_DEVKIT_SOURCE_ROOT = 'C:\path\to\steamos-devkit'
Optional ADB path for Steam Frame Lepton/Android work:
$env:ADB_PATH = "$env:LOCALAPPDATA\Android\Sdk\platform-tools\adb.exe"
Optional SSH password fallback if the device has not accepted the devkit SSH key:
$env:STEAMOS_DEVKIT_SSH_PASSWORD = 'your-device-password'
Optional Android build-tools path for APK metadata inspection:
$env:AAPT_PATH = "$env:LOCALAPPDATA\Android\Sdk\build-tools\<version>\aapt.exe"
Steam Frame ADB
Steam's bundled docs describe ADB as targeting the Lepton Android container on Steam Frame, not the native SteamOS Linux shell. The container is not always running; launch Lepton Development or any Android game first.
Wi-Fi flow:
adb_environment_conflict_doctor(host="frame")
adb_connect_lepton_wifi(host="frame", port=5555)
adb_devices()
adb_logcat(serial="frame:5555")
USB flow:
adb_connect_lepton_usb(local_port=5555, remote_port=5555)
adb_devices()
Useful follow-ups:
adb_install_apk(apk_path="C:\path\game.apk", serial="frame:5555")
adb_bugreport(output_path="C:\path\frame-bugreport.zip", serial="frame:5555")
adb_unreal_insights_setup(tracehost="127.0.0.1", port=1981, serial="frame:5555")
adb_lepton_app_diagnostics(package_name="com.example.game", serial="frame:5556")
adb_shell is intentionally confirmation-gated because it can run arbitrary commands inside the Android container.
Steam Frame Native Diagnostics
These read-only tools inspect the native SteamOS side of Steam Frame:
lepton_containers(target="frame")
lepton_logcat(target="frame", context="steamlaunch-3570175983", lines=300)
lepton_context_inspect(target="frame", context="dev", include_mounts=true)
lepton_debug_targets(target="frame", context="dev")
lepton_mounts(target="frame", context="dev", category="obb")
lepton_apk_info(target="frame", apk_path="~/devkit-game/mygame/game.apk")
lepton_rootfs_overlay_manifest(target="frame")
lepton_debug_plan(target="frame", context="dev", mode="gdb")
lepton_artifacts_manifest(target="frame", context="dev", package_name="com.example.game")
steam_logs_manifest(target="frame", pattern="xrclient", limit=20)
steam_frame_perfcriteria(target="frame")
steam_frame_cef_pages(target="frame")
steam_frame_web_ports(target="frame")
steam_frame_dbus_manager(target="frame")
steam_frame_manager_properties(target="frame", bus="both")
steam_frame_manager_interfaces(target="frame", include_system=true)
steam_frame_openxr_status(target="frame")
lepton_graphics_debug_status(target="frame")
steam_frame_tracking_datasets(target="frame")
sync_tracking_dataset(target="frame", output_folder="C:\path\to\datasets")
local_steamvr_automation_inventory()
steam_frame_automation_inventory(target="frame")
steam_frame_automation_plan(scenario="pose_replay")
steamvr_vrcmd_capability_inventory()
tracking_dataset_analyze(dataset_path="C:\path\to\dataset")
steam_frame_replay_script_template(kind="pose_driver_replay")
deckard_power_status(target="frame")
pidbridge_status(target="frame")
deckard_runtime_environment(target="frame")
native_adbd_status(target="frame")
coredump_list(target="frame", limit=20)
steam_services(target="frame", scope="user", pattern="steamvr")
journalctl_tail(target="frame", unit="steamvr.service", scope="user", lines=200)
steam_frame_dev_inventory(target="frame")
steam_frame_dev_inventory is a bounded discovery pass for future MCP controls. It collects OS build
metadata, Lepton CLI help, Lepton script functions/env references, relevant system/user services,
DBus names, and static strings from known Steam Frame helper binaries. It does not kill, restart,
trace, or mutate Steam/Lepton state.
The Lepton and Steam Frame manager tools above came from inspecting the live Steam Frame runtime, Lepton scripts, DBus introspection, and static binary strings. They are intentionally read-only: they expose container labels, debug-port targets, rootfs overlay files, Deckard runtime files, power state, pidbridge service/socket state, and DBus method/property inventories without starting debug sessions or changing SteamOS Manager state.
The second-pass tools line up with Valve's Steam Frame docs for OpenXR runtime setup, RenderDoc and
Vulkan-layer launch debugging, perfetto/strace artifact handling, and tracking dataset collection.
They report existing state by default; sync_tracking_dataset is a local artifact download helper
for datasets recorded through the headset's SteamVR Developer settings.
Steam Frame Automation
The automation tools focus on repeatable game testing without pretending there is a public controller pose injection command when one has not been found:
local_steamvr_automation_inventory()
steam_frame_automation_inventory(target="frame")
steam_frame_automation_plan(scenario="full")
steam_frame_automation_plan(scenario="launch_regression")
steam_frame_automation_plan(scenario="pose_replay")
steam_frame_replay_script_template(kind="full")
steam_frame_tracking_datasets(target="frame")
sync_tracking_dataset(target="frame", output_folder="C:\path\to\datasets")
tracking_dataset_analyze(dataset_path="C:\path\to\datasets\latest")
steamvr_vrcmd_capability_inventory()
steam_frame_cef_pages(target="frame")
steam_frame_web_ports(target="frame")
adb_logcat(serial="frame:5555", lines=300)
Current reliable lanes are launch/log regression, Lepton ADB input/log capture, Steam/SteamVR CEF UI
inspection, and SteamVR tracking-dataset collection/download. local_steamvr_automation_inventory
also checks the host SteamVR install for the null driver and Frame controller input profiles, which
are useful for PC-side synthetic HMD baselines and binding validation.
steamvr_vrcmd_capability_inventory scans local SteamVR binaries for capture/replay/polling and
driver-simulation strings. Treat those as capability leads, not proven Steam Frame controls, until a
separate tool validates the command behavior. steam_frame_replay_script_template returns JSON
shapes for launch regression, ADB input replay, CEF UI replay, tracking-dataset capture, and future
custom-driver pose replay. tracking_dataset_analyze summarizes downloaded datasets so captures can
be compared across known-good and failing runs.
Controller or HMD pose replay is tracked as a future build path. The docs and live files expose
recorded tracking datasets under ~/.config/openvr/config/cv/xrservice/datasets, but no validated
public Steam Frame CLI for replaying those datasets or injecting arbitrary controller poses has been
found. The practical next implementations are a confirmation-gated CEF replay recorder, curated ADB
input replay, declarative launch smoke tests, and then a custom OpenVR server driver or OpenXR API
layer if scripted pose control is required.
DBus control methods, Lepton debug-server lifecycle, RenderDoc/Vulkan layer injection, tracking dataset packaging, Mesa debug package installation, and coredump debugger backtraces should be implemented as separate confirmation-gated tools because they start capture/debug flows, alter runtime state, or may expose private data.
Steam Frame Unity APK + OBB
Unity split builds can export an APK plus a root-level file named like game.main.obb.
For Android expansion-file loading, the OBB must be visible to the app as:
/sdcard/Android/obb/<package-name>/main.<versionCode>.<package-name>.obb
Steam Frame Lepton maps /sdcard/Android/obb/<package-name> to the title's obb/
directory when that directory exists, so Steam Frame packages should use:
game.apk
obb/main.<versionCode>.<package-name>.obb
Useful flow:
inspect_android_apk(apk_path="C:\path\build\game.apk")
validate_android_split_package(local_dir="C:\path\build")
stage_android_obb_layout(local_dir="C:\path\build")
steampipe_android_release_preflight(local_dir="C:\path\build", app_id="555000", depot_id="555001")
upload_title(target="frame", gameid="mygame", local_dir="C:\path\build", runtime="android")
run_title(target="frame", gameid="mygame")
adb_lepton_app_diagnostics(package_name="com.example.game", serial="frame:5556")
The diagnostics helper reports the app PID/activity state, the OBB symlink target,
SteamAppId/SteamGameId process environment, and logcat highlights for OpenXR,
Steamworks, TMP, exceptions, and common Unity XR failure strings.
steampipe_android_release_preflight is a local read-only checklist for Valve's Android upload
requirements: supported OS, Android depot OS, top-level APK launch executable, obb/ content
layout, package access, Android launch option, and AndroidExternalData cloud-save setup.
MCP Client Config
{
"mcpServers": {
"steamos-devkit": {
"command": "python",
"args": ["-m", "mcp_steamos_devkit", "serve"],
"env": {
"STEAMOS_DEVKIT_CLIENT_ROOT": "E:\\SteamLibrary\\steamapps\\common\\SteamOSDevkitClient\\windows-client"
}
}
}
}
Safety Model
The server treats these operations as confirmation-gated:
- Pairing/registering a device
- Clean uploads that delete remote files
- Local artifact writes such as log syncs and ADB bugreports
- Deleting titles or all titles
- Resetting Steam client state
- Restarting sessions or rebooting
- Clearing Android logcat before capture
- Arbitrary SSH or Steam RPC
- Arbitrary ADB shell commands
Call the tool once without a token to get a requires_confirmation response. Re-run with the returned confirmation_token to execute the same operation.
Notes
The installed Windows client currently ships Python 3.14 bytecode. This package does not require importing that bytecode. It uses Valve-compatible HTTP/SSH/rsync behavior directly, and can also use a source checkout when one is configured.
Install SteamOS Devkit in Claude Desktop, Claude Code & Cursor
unyly install mcp-steamos-devkitInstalls into Claude Desktop, Claude Code, Cursor & VS Code — handles npx, uvx and build-from-source repos for you.
First time? Get the CLI: curl -fsSL https://unyly.org/install | sh
Or configure manually
Run in your terminal:
claude mcp add mcp-steamos-devkit -- uvx --from git+https://github.com/elliotttate/mcp-steamos-devkit mcp-steamos-devkitFAQ
Is SteamOS Devkit MCP free?
Yes, SteamOS Devkit MCP is free — one-click install via Unyly at no cost.
Does SteamOS Devkit need an API key?
No, SteamOS Devkit runs without API keys or environment variables.
Is SteamOS Devkit hosted or self-hosted?
Self-hosted: the server runs locally on your machine via the install command above.
How do I install SteamOS Devkit in Claude Desktop, Claude Code or Cursor?
Open SteamOS Devkit on unyly.org, pick your client tab (Claude Desktop, Claude Code, Cursor) and press Install — the config is generated automatically, no JSON editing.
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