MCP server for interacting with the Scryfall MTG API
iDos Games is installed from its publisher's own source and answers where it runs, so this marketplace is not in the path of a single call. There is no address here to send one to, and a panel that pretended otherwise would be showing you an answer we made up. Install it and call it from your own client — the Installation tab has the entry for each one.
What it does
Configure cross-platform and web3 games on iDos Games: live config, tokens, NFTs, AI assets, builds.
Quickstart
# 1 — add it to Claude Code
claude mcp add --scope user --transport http idos-games-mcp https://site.idosgames.com/api/v2/mcp
# 2 — ask your agent for something these tools do
# list_my_titles, get_image_data, save_image_data and 141 more
iDos Games costs nothing on mcprush: there is no plan to choose here, no cap to set and nothing mcprush can bill you for.
Collected from a public index. Nobody has claimed this account, so nothing here was written by its author — claim it if it is yours.
Where are you running it?
Every route below installs the same thing and ends at the same approval screen. Nothing here runs on your machine and nothing runs on ours: this server answers at its publisher’s own address, and what you install is the connection straight to it.
This is a public server: it answers at its publisher’s own address and this marketplace is not in the path. Claude Code registers it in one command; --scope user makes it available in every project. The transport below is http, as the publisher's own manifest declares it.
claude mcp add --scope user --transport http idos-games-mcp https://site.idosgames.com/api/v2/mcpReconnect, or start a new session, and the tools appear in the model’s tool list.
One config entry pointing straight at the publisher’s own address — this marketplace is not in the path, and nothing from this listing executes on your machine.
144 tools, with what each one reads, writes and reaches shown before you agree — the same list on every route above. Read the tool surface.
Tool surface
What the model actually sees. Descriptions are diffed on every release — see version history.
List the games (Titles) this connection may work with: TitleID, name, publication status and the permissions granted on each — call it first when the user names a game or says "my game", then pass its TitleID as title_id to the other tools. A game's sandbox copy is a separate Title (DevTitleID) with its own permissions (DevAccess); an empty Access means the live game itself is not granted. Filter
| Parameter | Type | Required | Notes |
|---|---|---|---|
| search | string | no | Optional substring of the game's name or TitleID. |
| skip | integer | no | How many games to skip (paging). Default 0. |
| limit | integer | no | Page size, default 50, max 60. |
GET ONLY the 'ImageData' field of TitlePublicConfigurationModel. Dictionary<string,string> of arbitrary named image asset URLs/paths for the Title — splash screens, banners, icons, loading screens, marketing art. Key is a project-defined slug (e.g. "main_banner", "login_bg"), value is a URL or storage path. For per-currency icons use Currency.VirtualCurrencies[].AssetPaths; for per-item icons use
| Parameter | Type | Required | Notes |
|---|---|---|---|
| title_id | string | yes | TitleID, для которого читаются данные. |
PARTIAL SAVE: writes ONLY the 'ImageData' field of TitlePublicConfigurationModel; all other v1/v2 fields stay untouched. Dictionary<string,string> of arbitrary named image asset URLs/paths for the Title — splash screens, banners, icons, loading screens, marketing art. Key is a project-defined slug (e.g. "main_banner", "login_bg"), value is a URL or storage path. For per-currency icons use Currency
| Parameter | Type | Required | Notes |
|---|---|---|---|
| title_id | string | yes | TitleID, для которого сохраняются данные. |
| value | object | yes | New value for the ImageData field. |
GET ONLY the 'AssetBundle' field of TitlePublicConfigurationModel. Dictionary<string,string> of named bundle/manifest URLs (Unity AssetBundles, Addressables manifests, etc.). Key is a logical bundle slug, value is its CDN URL. Use this for binary game content; for images alone use ImageData.
| Parameter | Type | Required | Notes |
|---|---|---|---|
| title_id | string | yes | TitleID, для которого читаются данные. |
PARTIAL SAVE: writes ONLY the 'AssetBundle' field of TitlePublicConfigurationModel; all other v1/v2 fields stay untouched. Dictionary<string,string> of named bundle/manifest URLs (Unity AssetBundles, Addressables manifests, etc.). Key is a logical bundle slug, value is its CDN URL. Use this for binary game content; for images alone use ImageData.
| Parameter | Type | Required | Notes |
|---|---|---|---|
| title_id | string | yes | TitleID, для которого сохраняются данные. |
| value | object | yes | New value for the AssetBundle field. |
GET ONLY the 'TitleCustomData' field of TitlePublicConfigurationModel. SCHEMA + limits for the title-wide key-value store (feature flags, project-wide globals, event state, balancing knobs that don't fit any typed definition below). This section holds ONLY the key schema — the VALUES live in the TitleCustomData store, one document per title, managed with the dedicated title-data tools (get_title_d
| Parameter | Type | Required | Notes |
|---|---|---|---|
| title_id | string | yes | TitleID, для которого читаются данные. |
PARTIAL SAVE: writes ONLY the 'TitleCustomData' field of TitlePublicConfigurationModel; all other v1/v2 fields stay untouched. SCHEMA + limits for the title-wide key-value store (feature flags, project-wide globals, event state, balancing knobs that don't fit any typed definition below). This section holds ONLY the key schema — the VALUES live in the TitleCustomData store, one document per title,
| Parameter | Type | Required | Notes |
|---|---|---|---|
| title_id | string | yes | TitleID, для которого сохраняются данные. |
| value | object | yes | Schema and limits of the title-wide key-value store. The VALUES live in the separate TitleCustomData collection (one document per title), not in this config section. Each key declares a Scope (Static |
GET ONLY the 'CloudCode' field of TitlePublicConfigurationModel. Server-side scripting (CloudCode): the active JavaScript revision the title runs, plus execution policy — engine limits, rate limits, per-handler metadata, whether logs/stack traces are revealed to clients. Scripts are the ONLY way to write protected player data (UserCustomData ReadOnly/Internal buckets) and mutable title data (Title
| Parameter | Type | Required | Notes |
|---|---|---|---|
| title_id | string | yes | TitleID, для которого читаются данные. |
PARTIAL SAVE: writes ONLY the 'CloudCode' field of TitlePublicConfigurationModel; all other v1/v2 fields stay untouched. Server-side scripting (CloudCode): the active JavaScript revision the title runs, plus execution policy — engine limits, rate limits, per-handler metadata, whether logs/stack traces are revealed to clients. Scripts are the ONLY way to write protected player data (UserCustomData
| Parameter | Type | Required | Notes |
|---|---|---|---|
| title_id | string | yes | TitleID, для которого сохраняются данные. |
| value | object | yes | New value for the CloudCode field. |
GET ONLY the 'Currency' field of TitlePublicConfigurationModel. Currency catalogue: VirtualCurrencies (Gold, Gems, Energy, etc.) AND CryptoCurrencies (on-chain tokens). Defines IDs, economy (USD value, balance limits), recharge rules for energy-like currencies, conversion rules, and per-currency permissions. The CurrencyID of each entry is referenced by Item prices, Store SKUs, Reward payouts, Que
| Parameter | Type | Required | Notes |
|---|---|---|---|
| title_id | string | yes | TitleID, для которого читаются данные. |
PARTIAL SAVE: writes ONLY the 'Currency' field of TitlePublicConfigurationModel; all other v1/v2 fields stay untouched. Currency catalogue: VirtualCurrencies (Gold, Gems, Energy, etc.) AND CryptoCurrencies (on-chain tokens). Defines IDs, economy (USD value, balance limits), recharge rules for energy-like currencies, conversion rules, and per-currency permissions. The CurrencyID of each entry is re
| Parameter | Type | Required | Notes |
|---|---|---|---|
| title_id | string | yes | TitleID, для которого сохраняются данные. |
| value | object | yes | New value for the Currency field. |
GET ONLY the 'Item' field of TitlePublicConfigurationModel. Item catalogue — every consumable, equipment piece, resource, gear or generic inventory entity the player can own. Defines item IDs, names, categories, stack rules, rarities. Referenced by Store SKUs (as contents), Lootbox loot tables, Quest rewards, Craft recipes, and Reward payouts. For premium-tier bundles use Premium; for character en
| Parameter | Type | Required | Notes |
|---|---|---|---|
| title_id | string | yes | TitleID, для которого читаются данные. |
PARTIAL SAVE: writes ONLY the 'Item' field of TitlePublicConfigurationModel; all other v1/v2 fields stay untouched. Item catalogue — every consumable, equipment piece, resource, gear or generic inventory entity the player can own. Defines item IDs, names, categories, stack rules, rarities. Referenced by Store SKUs (as contents), Lootbox loot tables, Quest rewards, Craft recipes, and Reward payouts
| Parameter | Type | Required | Notes |
|---|---|---|---|
| title_id | string | yes | TitleID, для которого сохраняются данные. |
| value | object | yes | Root container for all item catalogs of a title. Source of truth for every ItemID used in the game. |
GET ONLY the 'Premium' field of TitlePublicConfigurationModel. Premium offerings catalogue — paid subscriptions, premium passes, real-money bundle skus, supporter tiers. Distinct from Store (regular in-game shop with virtual-currency prices) and from DealOffer (limited-time promotional offers). Use this specifically for monetization tiers / IAP that grant ongoing benefits.
| Parameter | Type | Required | Notes |
|---|---|---|---|
| title_id | string | yes | TitleID, для которого читаются данные. |
PARTIAL SAVE: writes ONLY the 'Premium' field of TitlePublicConfigurationModel; all other v1/v2 fields stay untouched. Premium offerings catalogue — paid subscriptions, premium passes, real-money bundle skus, supporter tiers. Distinct from Store (regular in-game shop with virtual-currency prices) and from DealOffer (limited-time promotional offers). Use this specifically for monetization tiers / I
| Parameter | Type | Required | Notes |
|---|---|---|---|
| title_id | string | yes | TitleID, для которого сохраняются данные. |
| value | object | yes | Root container of premium subscriptions / premium passes for the title. Holds a dictionary of definitions keyed by PremiumID. Distinct from Store (in-game shop with virtual-currency prices) and from D |
GET ONLY the 'Reward' field of TitlePublicConfigurationModel. Reward templates — reusable bundles of currency + items + buffs that can be granted to a player. Referenced by Quest, TimedEvent, CoopEvent, Season, DailyLogin, Referral, etc. Define a reward once here, then reference it everywhere instead of inlining payouts.
| Parameter | Type | Required | Notes |
|---|---|---|---|
| title_id | string | yes | TitleID, для которого читаются данные. |
PARTIAL SAVE: writes ONLY the 'Reward' field of TitlePublicConfigurationModel; all other v1/v2 fields stay untouched. Reward templates — reusable bundles of currency + items + buffs that can be granted to a player. Referenced by Quest, TimedEvent, CoopEvent, Season, DailyLogin, Referral, etc. Define a reward once here, then reference it everywhere instead of inlining payouts.
| Parameter | Type | Required | Notes |
|---|---|---|---|
| title_id | string | yes | TitleID, для которого сохраняются данные. |
| value | object | yes | Root config for universal, system-agnostic rewards. Umbrella over four independent subsystems: DailyCalendars, IdleAccruals, Comebacks, Claims. |
GET ONLY the 'UserCustomData' field of TitlePublicConfigurationModel. Schema for per-player custom data fields — name, type, default value, visibility, whether the client can write it. This is the SCHEMA only; actual per-user values live on the User document. Use this to declare new player-specific stats, flags, or progress counters.
| Parameter | Type | Required | Notes |
|---|---|---|---|
| title_id | string | yes | TitleID, для которого читаются данные. |
PARTIAL SAVE: writes ONLY the 'UserCustomData' field of TitlePublicConfigurationModel; all other v1/v2 fields stay untouched. Schema for per-player custom data fields — name, type, default value, visibility, whether the client can write it. This is the SCHEMA only; actual per-user values live on the User document. Use this to declare new player-specific stats, flags, or progress counters.
| Parameter | Type | Required | Notes |
|---|---|---|---|
| title_id | string | yes | TitleID, для которого сохраняются данные. |
| value | object | yes | Configuration of the Custom User Data V2 system (arbitrary user records). Hybrid architecture combining bucket-based privacy separation (Private/Public/ReadOnly/Internal) with optional typed key schem |
GET ONLY the 'Usage' field of TitlePublicConfigurationModel. Retention policy for the player's activity history (Usage). The engine keeps a rolling window of per-day records and folds everything older into monthly totals, then months of finished years into yearly totals — otherwise the per-day map grows forever inside the hottest document on the platform. WARNING: the fold is IRREVERSIBLE, per-day
| Parameter | Type | Required | Notes |
|---|---|---|---|
| title_id | string | yes | TitleID, для которого читаются данные. |
PARTIAL SAVE: writes ONLY the 'Usage' field of TitlePublicConfigurationModel; all other v1/v2 fields stay untouched. Retention policy for the player's activity history (Usage). The engine keeps a rolling window of per-day records and folds everything older into monthly totals, then months of finished years into yearly totals — otherwise the per-day map grows forever inside the hottest document on
| Parameter | Type | Required | Notes |
|---|---|---|---|
| title_id | string | yes | TitleID, для которого сохраняются данные. |
| value | object | yes | New value for the Usage field. |
GET ONLY the 'TimedEvent' field of TitlePublicConfigurationModel. Solo time-limited events — daily challenges, weekly missions, holiday events, login streaks. Defines event IDs, schedules (start/end/recurrence), objectives, progress tracking, milestone rewards. For multi-player team events use CoopEvent; for long-form battle-pass-style progression use Season.
| Parameter | Type | Required | Notes |
|---|---|---|---|
| title_id | string | yes | TitleID, для которого читаются данные. |
PARTIAL SAVE: writes ONLY the 'TimedEvent' field of TitlePublicConfigurationModel; all other v1/v2 fields stay untouched. Solo time-limited events — daily challenges, weekly missions, holiday events, login streaks. Defines event IDs, schedules (start/end/recurrence), objectives, progress tracking, milestone rewards. For multi-player team events use CoopEvent; for long-form battle-pass-style progre
| Parameter | Type | Required | Notes |
|---|---|---|---|
| title_id | string | yes | TitleID, для которого сохраняются данные. |
| value | object | yes | Root configuration of the limited-time events system. Lives at the top level of TitlePublicConfiguration, separate from GameLoops/Quests/Store. Supports both Scheduled (fixed-date) and Chain (cyclic) |
GET ONLY the 'CoopEvent' field of TitlePublicConfigurationModel. Cooperative multi-player events — guild raids, server-wide goals, leaderboard tournaments where players contribute together. Distinct from TimedEvent (solo) and Leaderboard (pure ranking). Defines participation rules, shared progress, contribution tracking, and tiered rewards based on collective performance.
| Parameter | Type | Required | Notes |
|---|---|---|---|
| title_id | string | yes | TitleID, для которого читаются данные. |
PARTIAL SAVE: writes ONLY the 'CoopEvent' field of TitlePublicConfigurationModel; all other v1/v2 fields stay untouched. Cooperative multi-player events — guild raids, server-wide goals, leaderboard tournaments where players contribute together. Distinct from TimedEvent (solo) and Leaderboard (pure ranking). Defines participation rules, shared progress, contribution tracking, and tiered rewards ba
| Parameter | Type | Required | Notes |
|---|---|---|---|
| title_id | string | yes | TitleID, для которого сохраняются данные. |
| value | object | yes | Root configuration of the title's cooperative events system. Plugs into TitlePublicConfigurationModel as CoopEvent. |
GET ONLY the 'Leaderboard' field of TitlePublicConfigurationModel. Leaderboard definitions — name, ranking metric (score type), reset cadence (daily/weekly/seasonal/perpetual), tier-based rewards, eligibility rules. Use for pure player-vs-player ranking. For collaborative team goals use CoopEvent.
| Parameter | Type | Required | Notes |
|---|---|---|---|
| title_id | string | yes | TitleID, для которого читаются данные. |
PARTIAL SAVE: writes ONLY the 'Leaderboard' field of TitlePublicConfigurationModel; all other v1/v2 fields stay untouched. Leaderboard definitions — name, ranking metric (score type), reset cadence (daily/weekly/seasonal/perpetual), tier-based rewards, eligibility rules. Use for pure player-vs-player ranking. For collaborative team goals use CoopEvent.
| Parameter | Type | Required | Notes |
|---|---|---|---|
| title_id | string | yes | TitleID, для которого сохраняются данные. |
| value | object | yes | New value for the Leaderboard field. |
GET ONLY the 'Season' field of TitlePublicConfigurationModel. Long-form seasonal progression — battle passes, chapters, ladders. Defines a season's start/end window, XP/progress curve, tier rewards (free + premium tracks), and the Premium pass that unlocks paid rewards. For short events use TimedEvent.
| Parameter | Type | Required | Notes |
|---|---|---|---|
| title_id | string | yes | TitleID, для которого читаются данные. |
PARTIAL SAVE: writes ONLY the 'Season' field of TitlePublicConfigurationModel; all other v1/v2 fields stay untouched. Long-form seasonal progression — battle passes, chapters, ladders. Defines a season's start/end window, XP/progress curve, tier rewards (free + premium tracks), and the Premium pass that unlocks paid rewards. For short events use TimedEvent.
| Parameter | Type | Required | Notes |
|---|---|---|---|
| title_id | string | yes | TitleID, для которого сохраняются данные. |
| value | object | yes | Root configuration of the title's season system. |
GET ONLY the 'GameLoop' field of TitlePublicConfigurationModel. Core gameplay loop configuration — match settings, level pacing, difficulty curves, energy/cooldown gates, retry/continue economy. Use for tuning the moment-to-moment gameplay; not for content (use Item, Character, Collection) and not for meta-progression (use Season).
| Parameter | Type | Required | Notes |
|---|---|---|---|
| title_id | string | yes | TitleID, для которого читаются данные. |
PARTIAL SAVE: writes ONLY the 'GameLoop' field of TitlePublicConfigurationModel; all other v1/v2 fields stay untouched. Core gameplay loop configuration — match settings, level pacing, difficulty curves, energy/cooldown gates, retry/continue economy. Use for tuning the moment-to-moment gameplay; not for content (use Item, Character, Collection) and not for meta-progression (use Season).
| Parameter | Type | Required | Notes |
|---|---|---|---|
| title_id | string | yes | TitleID, для которого сохраняются данные. |
| value | object | yes | Root config of the Core Loop system in TitlePublicConfigurationModel.GameLoop. Holds the nested board configuration. |
GET ONLY the 'Character' field of TitlePublicConfigurationModel. Character/hero catalogue — playable units, NPCs, summons. Defines stats, abilities, evolution/level-up paths, art/asset references. Distinct from Item (generic inventory) — characters typically have progression and abilities. Skins (alternative looks) live per character in Skins.Definitions, and each skin IS a non-stackable, non-expi
| Parameter | Type | Required | Notes |
|---|---|---|---|
| title_id | string | yes | TitleID, для которого читаются данные. |
PARTIAL SAVE: writes ONLY the 'Character' field of TitlePublicConfigurationModel; all other v1/v2 fields stay untouched. Character/hero catalogue — playable units, NPCs, summons. Defines stats, abilities, evolution/level-up paths, art/asset references. Distinct from Item (generic inventory) — characters typically have progression and abilities. Skins (alternative looks) live per character in Skins
| Parameter | Type | Required | Notes |
|---|---|---|---|
| title_id | string | yes | TitleID, для которого сохраняются данные. |
| value | object | yes | Configuration of the title's character system: the character catalog. Each entry in Definitions is self-contained (own stats, levels, equipment rules). |
GET ONLY the 'Match' field of TitlePublicConfigurationModel. PvP / match system configuration, grouped by battle mode under InstantBattle. Holds the instant-battle rule catalogue (keyed by RuleID) plus title-wide defaults. Each rule defines wager economy (prize-pool burn) and battle settings: a combat-role → StatID mapping (which Character stat drives HP/Damage/Armor/AttackSpeed/CritChance/CritDam
| Parameter | Type | Required | Notes |
|---|---|---|---|
| title_id | string | yes | TitleID, для которого читаются данные. |
PARTIAL SAVE: writes ONLY the 'Match' field of TitlePublicConfigurationModel; all other v1/v2 fields stay untouched. PvP / match system configuration, grouped by battle mode under InstantBattle. Holds the instant-battle rule catalogue (keyed by RuleID) plus title-wide defaults. Each rule defines wager economy (prize-pool burn) and battle settings: a combat-role → StatID mapping (which Character st
| Parameter | Type | Required | Notes |
|---|---|---|---|
| title_id | string | yes | TitleID, для которого сохраняются данные. |
| value | object | yes | Configuration of the title's PvP (Match) system. Grouped by battle mode: InstantBattle is the instant-battle container (rule catalog + title-wide defaults). Future match modes (tournament, async turn- |
GET ONLY the 'Collection' field of TitlePublicConfigurationModel. Collection / album / codex definitions — sets of items, cards, characters or achievements players collect. Defines what counts as the collection, completion rewards, and tier/rarity grouping. Use for compendium-style meta content.
| Parameter | Type | Required | Notes |
|---|---|---|---|
| title_id | string | yes | TitleID, для которого читаются данные. |
PARTIAL SAVE: writes ONLY the 'Collection' field of TitlePublicConfigurationModel; all other v1/v2 fields stay untouched. Collection / album / codex definitions — sets of items, cards, characters or achievements players collect. Defines what counts as the collection, completion rewards, and tier/rarity grouping. Use for compendium-style meta content.
| Parameter | Type | Required | Notes |
|---|---|---|---|
| title_id | string | yes | TitleID, для которого сохраняются данные. |
| value | object | yes | Root collection-system config for the title. Add to TitlePublicConfigurationModel as: public CollectionDefinitions Collection { get; set; } |
GET ONLY the 'Craft' field of TitlePublicConfigurationModel. Crafting / recipe system — input resources, output item, success rate, time cost, station/skill prerequisites. Item IDs in inputs/outputs reference the Item catalogue; currency costs reference Currency.
| Parameter | Type | Required | Notes |
|---|---|---|---|
| title_id | string | yes | TitleID, для которого читаются данные. |
PARTIAL SAVE: writes ONLY the 'Craft' field of TitlePublicConfigurationModel; all other v1/v2 fields stay untouched. Crafting / recipe system — input resources, output item, success rate, time cost, station/skill prerequisites. Item IDs in inputs/outputs reference the Item catalogue; currency costs reference Currency.
| Parameter | Type | Required | Notes |
|---|---|---|---|
| title_id | string | yes | TitleID, для которого сохраняются данные. |
| value | object | yes | New value for the Craft field. |
GET ONLY the 'Lootbox' field of TitlePublicConfigurationModel. Lootbox / gacha definitions — loot tables with weighted entries, pity systems, guaranteed rares, currency to open. Each entry references Item or Currency IDs. For straight (non-random) reward bundles use Reward.
| Parameter | Type | Required | Notes |
|---|---|---|---|
| title_id | string | yes | TitleID, для которого читаются данные. |
PARTIAL SAVE: writes ONLY the 'Lootbox' field of TitlePublicConfigurationModel; all other v1/v2 fields stay untouched. Lootbox / gacha definitions — loot tables with weighted entries, pity systems, guaranteed rares, currency to open. Each entry references Item or Currency IDs. For straight (non-random) reward bundles use Reward.
| Parameter | Type | Required | Notes |
|---|---|---|---|
| title_id | string | yes | TitleID, для которого сохраняются данные. |
| value | object | yes | New value for the Lootbox field. |
GET ONLY the 'Store' field of TitlePublicConfigurationModel. In-game shop, built as a tree: Stores -> Layout.Sections -> Slots, plus a flat StoreOffers catalogue. A SLOT is the only address a product can be bought through, and it decides what stands in it: Rotation.Mode is Fixed (a pinned product - an ordinary shelf), Title (everyone sees the same roll) or Player (a personal roll), with a weighted
| Parameter | Type | Required | Notes |
|---|---|---|---|
| title_id | string | yes | TitleID, для которого читаются данные. |
PARTIAL SAVE: writes ONLY the 'Store' field of TitlePublicConfigurationModel; all other v1/v2 fields stay untouched. In-game shop, built as a tree: Stores -> Layout.Sections -> Slots, plus a flat StoreOffers catalogue. A SLOT is the only address a product can be bought through, and it decides what stands in it: Rotation.Mode is Fixed (a pinned product - an ordinary shelf), Title (everyone sees the
| Parameter | Type | Required | Notes |
|---|---|---|---|
| title_id | string | yes | TitleID, для которого сохраняются данные. |
| value | object | yes | Root of the shop. Holds the storefront catalog (Stores) and the goods catalog (StoreOffers). A storefront is a TREE: store -> sections -> slots, and a purchasable offer is reachable only through a slo |
GET ONLY the 'Ban' field of TitlePublicConfigurationModel. Ban levels and the level ban gates apply to a player. The publisher defines any number of named levels (e.g. "low"/"medium"/"hard") — each with capability checkboxes (BanCapability: block withdrawals, deposits, leaderboards, trading, PvP, chat, social, coop, referral, push, community marketing, crypto convert, purchases) plus an optional B
| Parameter | Type | Required | Notes |
|---|---|---|---|
| title_id | string | yes | TitleID, для которого читаются данные. |
PARTIAL SAVE: writes ONLY the 'Ban' field of TitlePublicConfigurationModel; all other v1/v2 fields stay untouched. Ban levels and the level ban gates apply to a player. The publisher defines any number of named levels (e.g. "low"/"medium"/"hard") — each with capability checkboxes (BanCapability: block withdrawals, deposits, leaderboards, trading, PvP, chat, social, coop, referral, push, community
| Parameter | Type | Required | Notes |
|---|---|---|---|
| title_id | string | yes | TitleID, для которого сохраняются данные. |
| value | object | yes | New value for the Ban field. |
GET ONLY the 'Purchase' field of TitlePublicConfigurationModel. Real-money in-app purchases (IAP) for Google Play and the Apple App Store. Product catalogue with per-store SKUs (StoreProductIDs), what each purchase grants (Rewards), subscription products that activate a Premium entitlement, audience gates and purchase limits, plus per-store receipt-verification settings. Distinct from Store (in-ga
| Parameter | Type | Required | Notes |
|---|---|---|---|
| title_id | string | yes | TitleID, для которого читаются данные. |
PARTIAL SAVE: writes ONLY the 'Purchase' field of TitlePublicConfigurationModel; all other v1/v2 fields stay untouched. Real-money in-app purchases (IAP) for Google Play and the Apple App Store. Product catalogue with per-store SKUs (StoreProductIDs), what each purchase grants (Rewards), subscription products that activate a Premium entitlement, audience gates and purchase limits, plus per-store r
| Parameter | Type | Required | Notes |
|---|---|---|---|
| title_id | string | yes | TitleID, для которого сохраняются данные. |
| value | object | yes | Real-money in-app purchase (IAP) configuration for Google Play and Apple App Store. Product catalog (what the player buys and receives) is separated from per-store settings (how a receipt is verified) |
GET ONLY the 'DealOffer' field of TitlePublicConfigurationModel. Limited-time offers WITH PROGRESSION — starter packs, comeback bundles, aquarium-style chains, pick-one-of-N. Two axes: a SLOT is a UI position that cycles through its own ordered Queue of offers (its Availability.Schedule decides how: Chained advances per player, Scheduled/Cyclic/AlwaysOn follow the wall clock, Triggered fires on an
| Parameter | Type | Required | Notes |
|---|---|---|---|
| title_id | string | yes | TitleID, для которого читаются данные. |
PARTIAL SAVE: writes ONLY the 'DealOffer' field of TitlePublicConfigurationModel; all other v1/v2 fields stay untouched. Limited-time offers WITH PROGRESSION — starter packs, comeback bundles, aquarium-style chains, pick-one-of-N. Two axes: a SLOT is a UI position that cycles through its own ordered Queue of offers (its Availability.Schedule decides how: Chained advances per player, Scheduled/Cycl
| Parameter | Type | Required | Notes |
|---|---|---|---|
| title_id | string | yes | TitleID, для которого сохраняются данные. |
| value | object | yes | Root config of the entire Deal Offers system. Contains the slot list, the offer library and the preset registry. |
GET ONLY the 'Marketplace' field of TitlePublicConfigurationModel. Player-to-player marketplace (v2) — fixed-price listings (price = ResourceBundle), auctions (single-axis bids), buy orders (escrowed payment), and direct trades/gifts. Configures the audience gate, open-window schedule, price composition policy (reusing the same EntryResourceRule whitelist as Match), commission policy (percent/min,
| Parameter | Type | Required | Notes |
|---|---|---|---|
| title_id | string | yes | TitleID, для которого читаются данные. |
PARTIAL SAVE: writes ONLY the 'Marketplace' field of TitlePublicConfigurationModel; all other v1/v2 fields stay untouched. Player-to-player marketplace (v2) — fixed-price listings (price = ResourceBundle), auctions (single-axis bids), buy orders (escrowed payment), and direct trades/gifts. Configures the audience gate, open-window schedule, price composition policy (reusing the same EntryResourceR
| Parameter | Type | Required | Notes |
|---|---|---|---|
| title_id | string | yes | TitleID, для которого сохраняются данные. |
| value | object | yes | Title marketplace (v2) configuration. P2P trading on the atomic ResourceService stack: fixed-price listings (price = ResourceBundle), auctions (single-axis bids), buy orders (escrowed payment), direct |
GET ONLY the 'Quest' field of TitlePublicConfigurationModel. Quest / mission / objective definitions — single tasks the player completes for a reward. Includes trigger conditions, progress counters, completion criteria, reward references (use Reward). For grouped quest chains use Season or TimedEvent.
| Parameter | Type | Required | Notes |
|---|---|---|---|
| title_id | string | yes | TitleID, для которого читаются данные. |
PARTIAL SAVE: writes ONLY the 'Quest' field of TitlePublicConfigurationModel; all other v1/v2 fields stay untouched. Quest / mission / objective definitions — single tasks the player completes for a reward. Includes trigger conditions, progress counters, completion criteria, reward references (use Reward). For grouped quest chains use Season or TimedEvent.
| Parameter | Type | Required | Notes |
|---|---|---|---|
| title_id | string | yes | TitleID, для которого сохраняются данные. |
| value | object | yes | Root block of the quest system in the title config. |
GET ONLY the 'Tutorial' field of TitlePublicConfigurationModel. Tutorial / onboarding definitions — flows (ordered scenarios) built from steps that teach the player a mechanic. A step completes either by client acknowledgement or by a real game event (the same TriggerSource vocabulary as Quest), so "make a roll", "buy something", "open a chest" need no client-side bookkeeping. A step may also PRED
| Parameter | Type | Required | Notes |
|---|---|---|---|
| title_id | string | yes | TitleID, для которого читаются данные. |
PARTIAL SAVE: writes ONLY the 'Tutorial' field of TitlePublicConfigurationModel; all other v1/v2 fields stay untouched. Tutorial / onboarding definitions — flows (ordered scenarios) built from steps that teach the player a mechanic. A step completes either by client acknowledgement or by a real game event (the same TriggerSource vocabulary as Quest), so "make a roll", "buy something", "open a ches
| Parameter | Type | Required | Notes |
|---|---|---|---|
| title_id | string | yes | TitleID, для которого сохраняются данные. |
| value | object | yes | Root block of the tutorial (onboarding) system in the title config. |
GET ONLY the 'Localization' field of TitlePublicConfigurationModel. Localization SETTINGS — which locales the title offers, which one is the default (and therefore the fallback), what to render for a missing key, and the store limits. The translation TABLES are deliberately NOT here: they live in the separate TitleLocalization collection (one document per title+locale) and are delivered one file p
| Parameter | Type | Required | Notes |
|---|---|---|---|
| title_id | string | yes | TitleID, для которого читаются данные. |
PARTIAL SAVE: writes ONLY the 'Localization' field of TitlePublicConfigurationModel; all other v1/v2 fields stay untouched. Localization SETTINGS — which locales the title offers, which one is the default (and therefore the fallback), what to render for a missing key, and the store limits. The translation TABLES are deliberately NOT here: they live in the separate TitleLocalization collection (one
| Parameter | Type | Required | Notes |
|---|---|---|---|
| title_id | string | yes | TitleID, для которого сохраняются данные. |
| value | object | yes | Localization settings of the title. The translation TABLES are not stored here: they live in the separate TitleLocalization collection (one document per title+locale) and are delivered one file per lo |
GET ONLY the 'Referral' field of TitlePublicConfigurationModel. Referral / invite system configuration — invite codes, attribution rules, milestones (e.g. invite N friends → reward), per-side rewards (inviter + invitee). Reward bundles reference Reward.
| Parameter | Type | Required | Notes |
|---|---|---|---|
| title_id | string | yes | TitleID, для которого читаются данные. |
PARTIAL SAVE: writes ONLY the 'Referral' field of TitlePublicConfigurationModel; all other v1/v2 fields stay untouched. Referral / invite system configuration — invite codes, attribution rules, milestones (e.g. invite N friends → reward), per-side rewards (inviter + invitee). Reward bundles reference Reward.
| Parameter | Type | Required | Notes |
|---|---|---|---|
| title_id | string | yes | TitleID, для которого сохраняются данные. |
| value | object | yes | Title's referral system configuration. Stored in TitlePublicConfigurationModel.ReferralDefinitions. |
GET ONLY the 'Blockchain' field of TitlePublicConfigurationModel. On-chain integration config — chain selectors, smart contract addresses, RPC overrides, gas policy, supported networks for Crypto currencies. Built largely from Currency.CryptoCurrencies[].Networks; this is the title-level companion config.
| Parameter | Type | Required | Notes |
|---|---|---|---|
| title_id | string | yes | TitleID, для которого читаются данные. |
PARTIAL SAVE: writes ONLY the 'Blockchain' field of TitlePublicConfigurationModel; all other v1/v2 fields stay untouched. On-chain integration config — chain selectors, smart contract addresses, RPC overrides, gas policy, supported networks for Crypto currencies. Built largely from Currency.CryptoCurrencies[].Networks; this is the title-level companion config.
| Parameter | Type | Required | Notes |
|---|---|---|---|
| title_id | string | yes | TitleID, для которого сохраняются данные. |
| value | object | yes | V2 definition of the title's blockchain integration. Contains only public data safe for clients (chain IDs, contracts, feature switches, safety policies). Private data lives in TitlePrivateConfigurati |
GET ONLY the 'TimedBoost' field of TitlePublicConfigurationModel. Buff / boost definitions with a time component — temporary XP multipliers, drop-rate boosts, energy-cap boosts. Granted via Reward, Store, DealOffer, or events. Define the buff's effect and duration here; granting is done elsewhere.
| Parameter | Type | Required | Notes |
|---|---|---|---|
| title_id | string | yes | TitleID, для которого читаются данные. |
PARTIAL SAVE: writes ONLY the 'TimedBoost' field of TitlePublicConfigurationModel; all other v1/v2 fields stay untouched. Buff / boost definitions with a time component — temporary XP multipliers, drop-rate boosts, energy-cap boosts. Granted via Reward, Store, DealOffer, or events. Define the buff's effect and duration here; granting is done elsewhere.
| Parameter | Type | Required | Notes |
|---|---|---|---|
| title_id | string | yes | TitleID, для которого сохраняются данные. |
| value | object | yes | Container for all TimedBoost definitions. Bound to cfg.TimedBoost in TitlePublicConfigurationModel. Style-aligned with other V2 definition containers (cfg.Currency, cfg.Item, cfg.Premium, ...). |
GET ONLY the 'Experiment' field of TitlePublicConfigurationModel. A/B experiments — variant definitions with weighted allocation, audience gate (SegmentGate) and schedule (ScheduleSpec). Players are assigned to a variant by a stable hash; variant Params carry inline config overrides. Used to test config changes against measurable cohorts.
| Parameter | Type | Required | Notes |
|---|---|---|---|
| title_id | string | yes | TitleID, для которого читаются данные. |
PARTIAL SAVE: writes ONLY the 'Experiment' field of TitlePublicConfigurationModel; all other v1/v2 fields stay untouched. A/B experiments — variant definitions with weighted allocation, audience gate (SegmentGate) and schedule (ScheduleSpec). Players are assigned to a variant by a stable hash; variant Params carry inline config overrides. Used to test config changes against measurable cohorts.
| Parameter | Type | Required | Notes |
|---|---|---|---|
| title_id | string | yes | TitleID, для которого сохраняются данные. |
| value | object | yes | Root block of the A/B experiment system. An experiment = who (Gate: SegmentGate) + when (Schedule: ScheduleSpec) + a random sticky split into variants. Variant assignment is deterministic by a STABLE |
GET ONLY the 'Advertising' field of TitlePublicConfigurationModel. Advertising — logical ad Placements (rewarded video, interstitial, banner, app-open), the mediation Providers that serve them (AppLovin MAX, LevelPlay, ...) with per-platform app IDs and ad unit IDs, per-format settings, frequency capping, premium ad-removal perks, GDPR/ATT consent policy, rewarded-video server-side verification (S
| Parameter | Type | Required | Notes |
|---|---|---|---|
| title_id | string | yes | TitleID, для которого читаются данные. |
PARTIAL SAVE: writes ONLY the 'Advertising' field of TitlePublicConfigurationModel; all other v1/v2 fields stay untouched. Advertising — logical ad Placements (rewarded video, interstitial, banner, app-open), the mediation Providers that serve them (AppLovin MAX, LevelPlay, ...) with per-platform app IDs and ad unit IDs, per-format settings, frequency capping, premium ad-removal perks, GDPR/ATT co
| Parameter | Type | Required | Notes |
|---|---|---|---|
| title_id | string | yes | TitleID, для которого сохраняются данные. |
| value | object | yes | Title-level advertising configuration: placements, SDK providers, per-format settings, frequency capping, premium ad reductions, consent and rewarded-video server-side verification. |
GET ONLY the 'Authentication' field of TitlePublicConfigurationModel. Authentication — which third-party sign-in methods the title offers and the public OAuth client IDs each platform build needs (currently Google: Web / Android / iOS / Desktop client IDs). Contains NO secrets: OAuth client IDs are public by protocol design, and none of the sign-in flows uses a client secret. Device / e-mail / Tel
| Parameter | Type | Required | Notes |
|---|---|---|---|
| title_id | string | yes | TitleID, для которого читаются данные. |
PARTIAL SAVE: writes ONLY the 'Authentication' field of TitlePublicConfigurationModel; all other v1/v2 fields stay untouched. Authentication — which third-party sign-in methods the title offers and the public OAuth client IDs each platform build needs (currently Google: Web / Android / iOS / Desktop client IDs). Contains NO secrets: OAuth client IDs are public by protocol design, and none of the s
| Parameter | Type | Required | Notes |
|---|---|---|---|
| title_id | string | yes | TitleID, для которого сохраняются данные. |
| value | object | yes | Title-level authentication settings: which third-party sign-in methods the title offers and the public OAuth client IDs each platform build needs. Contains NO secrets - OAuth client IDs are public by |
GET ONLY the 'FeatureTracking' field of TitlePublicConfigurationModel. Feature tracking — which CONCRETE actions are recorded as their own line in the player's FeatureUsage, on top of the default per-module tracking. Entries look like "Character:EquipItems" (module name from the route + the module's action name). Purely an analytics setting: it makes those actions selectable as steps in custom fun
| Parameter | Type | Required | Notes |
|---|---|---|---|
| title_id | string | yes | TitleID, для которого читаются данные. |
PARTIAL SAVE: writes ONLY the 'FeatureTracking' field of TitlePublicConfigurationModel; all other v1/v2 fields stay untouched. Feature tracking — which CONCRETE actions are recorded as their own line in the player's FeatureUsage, on top of the default per-module tracking. Entries look like "Character:EquipItems" (module name from the route + the module's action name). Purely an analytics setting:
| Parameter | Type | Required | Notes |
|---|---|---|---|
| title_id | string | yes | TitleID, для которого сохраняются данные. |
| value | object | yes | New value for the FeatureTracking field. |
GET ONLY the 'Attribution' field of TitlePublicConfigurationModel. Acquisition attribution — how the engine records WHERE a player came from. The signal (utm_source/medium/campaign/term/content, the ad network's click id, the referrer, the invite code) arrives with the login request and is stored as a chain of touch points on the player: the first touch is immutable, the last touch tracks win-back
| Parameter | Type | Required | Notes |
|---|---|---|---|
| title_id | string | yes | TitleID, для которого читаются данные. |
PARTIAL SAVE: writes ONLY the 'Attribution' field of TitlePublicConfigurationModel; all other v1/v2 fields stay untouched. Acquisition attribution — how the engine records WHERE a player came from. The signal (utm_source/medium/campaign/term/content, the ad network's click id, the referrer, the invite code) arrives with the login request and is stored as a chain of touch points on the player: the
| Parameter | Type | Required | Notes |
|---|---|---|---|
| title_id | string | yes | TitleID, для которого сохраняются данные. |
| value | object | yes | New value for the Attribution field. |
GET ONLY the 'Chat' field of TitlePublicConfigurationModel. Player chat - the catalog of persistent CHANNELS the title offers (world / announcement / group), plus direct-message settings, moderation rules and polling economics. A channel declares who SEES it (SegmentGate + ScheduleSpec) and who may WRITE to it (a second gate plus LimitSpec anti-spam: slow mode, daily cap); an announcement channel
| Parameter | Type | Required | Notes |
|---|---|---|---|
| title_id | string | yes | TitleID, для которого читаются данные. |
PARTIAL SAVE: writes ONLY the 'Chat' field of TitlePublicConfigurationModel; all other v1/v2 fields stay untouched. Player chat - the catalog of persistent CHANNELS the title offers (world / announcement / group), plus direct-message settings, moderation rules and polling economics. A channel declares who SEES it (SegmentGate + ScheduleSpec) and who may WRITE to it (a second gate plus LimitSpec an
| Parameter | Type | Required | Notes |
|---|---|---|---|
| title_id | string | yes | TitleID, для которого сохраняются данные. |
| value | object | yes | Configuration of the title's player chat: the catalog of persistent channels (world/announcement/group), direct-message settings, moderation rules and polling economics. Channels are addressed by Chan |
GET ONLY the 'CommunityMarketing' field of TitlePublicConfigurationModel. Community Marketing - the program that rewards community members for posting about the game on external social platforms (YouTube/TikTok/Instagram). A campaign declares WHO may take part (Participation + SegmentGate), WHEN it runs (ScheduleSpec), WHICH platforms count and at what weight, WHAT the post must contain (hashtags,
| Parameter | Type | Required | Notes |
|---|---|---|---|
| title_id | string | yes | TitleID, для которого читаются данные. |
PARTIAL SAVE: writes ONLY the 'CommunityMarketing' field of TitlePublicConfigurationModel; all other v1/v2 fields stay untouched. Community Marketing - the program that rewards community members for posting about the game on external social platforms (YouTube/TikTok/Instagram). A campaign declares WHO may take part (Participation + SegmentGate), WHEN it runs (ScheduleSpec), WHICH platforms count a
| Parameter | Type | Required | Notes |
|---|---|---|---|
| title_id | string | yes | TitleID, для которого сохраняются данные. |
| value | object | yes | Configuration of the title's Community Marketing program: campaigns that reward community members for posting about the game on external social platforms (YouTube/TikTok/Instagram), the payout rules ( |
GET ONLY the 'Push' field of TitlePublicConfigurationModel. Push notifications - the title's settings for messages delivered to a player who is NOT in the game right now (Web Push in the browser, FCM/APNs on mobile). IsEnabled is the master switch and defaults to DISABLED: notifications spend a real person's attention and require their browser permission, so a title opts in explicitly. MaxSendsPer
| Parameter | Type | Required | Notes |
|---|---|---|---|
| title_id | string | yes | TitleID, для которого читаются данные. |
PARTIAL SAVE: writes ONLY the 'Push' field of TitlePublicConfigurationModel; all other v1/v2 fields stay untouched. Push notifications - the title's settings for messages delivered to a player who is NOT in the game right now (Web Push in the browser, FCM/APNs on mobile). IsEnabled is the master switch and defaults to DISABLED: notifications spend a real person's attention and require their browse
| Parameter | Type | Required | Notes |
|---|---|---|---|
| title_id | string | yes | TitleID, для которого сохраняются данные. |
| value | object | yes | Push notification settings for the title: the master switch, per-player and per-title send ceilings, quiet hours, and the NAMES of the publisher's mobile credentials in TitleSecrets. VAPID keys are NO |
GET ONLY the 'Workshop' field of TitlePublicConfigurationModel. Workshop - the catalog of content made by PLAYERS (maps, levels, skins, models, any file the game defines) and by the publisher (official content), and the LICENSES to it. Nothing is transferred: acquiring grants a license to a digital copy, so one publication is acquired by many and the author keeps it (unlike Marketplace, which escr
| Parameter | Type | Required | Notes |
|---|---|---|---|
| title_id | string | yes | TitleID, для которого читаются данные. |
PARTIAL SAVE: writes ONLY the 'Workshop' field of TitlePublicConfigurationModel; all other v1/v2 fields stay untouched. Workshop - the catalog of content made by PLAYERS (maps, levels, skins, models, any file the game defines) and by the publisher (official content), and the LICENSES to it. Nothing is transferred: acquiring grants a license to a digital copy, so one publication is acquired by many
| Parameter | Type | Required | Notes |
|---|---|---|---|
| title_id | string | yes | TitleID, для которого сохраняются данные. |
| value | object | yes | Title Workshop configuration: a catalog of content made by players (maps, levels, skins, models) and by the publisher (official content). Unlike the Marketplace nothing is transferred: acquiring grant |
GET ONLY the 'Social' field of TitlePublicConfigurationModel. In-game social layer - comments, following other players and reports, on top of the engine's shared social core (the same collections the platform's own social network uses, scoped to this title). Comments are OFF by default (CommentsEnabled): they are public text written by players, so turn them on only once you are ready to moderate t
| Parameter | Type | Required | Notes |
|---|---|---|---|
| title_id | string | yes | TitleID, для которого читаются данные. |
PARTIAL SAVE: writes ONLY the 'Social' field of TitlePublicConfigurationModel; all other v1/v2 fields stay untouched. In-game social layer - comments, following other players and reports, on top of the engine's shared social core (the same collections the platform's own social network uses, scoped to this title). Comments are OFF by default (CommentsEnabled): they are public text written by player
| Parameter | Type | Required | Notes |
|---|---|---|---|
| title_id | string | yes | TitleID, для которого сохраняются данные. |
| value | object | yes | In-game social layer: comments, following players, reports. Friends and the player's notification inbox work without this section. Every field is optional; an unset field means the platform default. |
GET ONLY the 'PlatformBridge' field of TitlePublicConfigurationModel. Platform bridge - what the game takes from the player's idosgames.com account and what it lets players show on their public profile. Profile: Off / Default (unset: the platform name and avatar until the player renames themselves in the game) / Always (every platform login overwrites them). Friends: TitleOnly (unset) / TitleAndPl
| Parameter | Type | Required | Notes |
|---|---|---|---|
| title_id | string | yes | TitleID, для которого читаются данные. |
PARTIAL SAVE: writes ONLY the 'PlatformBridge' field of TitlePublicConfigurationModel; all other v1/v2 fields stay untouched. Platform bridge - what the game takes from the player's idosgames.com account and what it lets players show on their public profile. Profile: Off / Default (unset: the platform name and avatar until the player renames themselves in the game) / Always (every platform login o
| Parameter | Type | Required | Notes |
|---|---|---|---|
| title_id | string | yes | TitleID, для которого сохраняются данные. |
| value | object | yes | Platform bridge: what the game takes from the player's idosgames.com account and what it lets the player show on their public profile. Everything is off by default except the profile. What the PLAYER |
GET ONLY the 'Multiplayer' field of TitlePublicConfigurationModel. Realtime multiplayer (WebRTC peer-to-peer) - the engine is only the signaling server: it creates rooms, relays WebRTC offer/answer/ICE between room members and optionally relays lobby chat; game traffic then flows directly between players' browsers and never touches the server. The section is ABSENT by default, which means multipla
| Parameter | Type | Required | Notes |
|---|---|---|---|
| title_id | string | yes | TitleID, для которого читаются данные. |
PARTIAL SAVE: writes ONLY the 'Multiplayer' field of TitlePublicConfigurationModel; all other v1/v2 fields stay untouched. Realtime multiplayer (WebRTC peer-to-peer) - the engine is only the signaling server: it creates rooms, relays WebRTC offer/answer/ICE between room members and optionally relays lobby chat; game traffic then flows directly between players' browsers and never touches the server
| Parameter | Type | Required | Notes |
|---|---|---|---|
| title_id | string | yes | TitleID, для которого сохраняются данные. |
| value | object | yes | V2 definition of the title's realtime multiplayer (WebRTC signaling). Public-only data: feature switch, topology/chat defaults, limits, ICE servers. |
GET ONLY the 'AI' field of TitlePublicConfigurationModel. InApp AI generation features of the title - what a PLAYER can generate at runtime through the engine (text/NPC chat, images, video, speech, music, 3D). Enabled is the master switch; Features maps a stable FeatureKey (no '.' or '$') to one feature: its Modality, a Model = the id of a MODE (Text: an AI Coder mode such as "standard") or a TIER
| Parameter | Type | Required | Notes |
|---|---|---|---|
| title_id | string | yes | TitleID, для которого читаются данные. |
PARTIAL SAVE: writes ONLY the 'AI' field of TitlePublicConfigurationModel; all other v1/v2 fields stay untouched. InApp AI generation features of the title - what a PLAYER can generate at runtime through the engine (text/NPC chat, images, video, speech, music, 3D). Enabled is the master switch; Features maps a stable FeatureKey (no '.' or '$') to one feature: its Modality, a Model = the id of a MO
| Parameter | Type | Required | Notes |
|---|---|---|---|
| title_id | string | yes | TitleID, для которого сохраняются данные. |
| value | object | yes | InApp AI generation features of the title. Bound to cfg.AI. A PLAYER triggers generation at runtime through the engine; models and prices come from the platform model registry, the provider is OpenRou |
GET ONLY the 'Analytics' field of TitlePublicConfigurationModel. Custom events - Firebase Analytics parity. The game sends its own events (logEvent(name, params, value)); the engine stores them per player per UTC day and the dashboard reports counts, unique players, value sums and breakdowns by platform, app version, OS, device, language, country, new/returning and acquisition source; A/B experime
| Parameter | Type | Required | Notes |
|---|---|---|---|
| title_id | string | yes | TitleID, для которого читаются данные. |
PARTIAL SAVE: writes ONLY the 'Analytics' field of TitlePublicConfigurationModel; all other v1/v2 fields stay untouched. Custom events - Firebase Analytics parity. The game sends its own events (logEvent(name, params, value)); the engine stores them per player per UTC day and the dashboard reports counts, unique players, value sums and breakdowns by platform, app version, OS, device, language, cou
| Parameter | Type | Required | Notes |
|---|---|---|---|
| title_id | string | yes | TitleID, для которого сохраняются данные. |
| value | object | yes | Custom events (Firebase Analytics parity). Everything here is chosen by the publisher within their plan's analytics limits. Absent section or Enabled != true = events are not stored and cost no databa |
GET ONLY the 'DataCollections' field of TitlePublicConfigurationModel. Data collections - the creator's own data structures, a Firebase/Supabase-like store inside the platform for games, apps and sites. USE A READY PLATFORM MODULE FIRST (currencies, items, store, lootboxes, quests, leaderboards, chat, social, workshop, match, season, tutorial, localization, push, analytics); declare a collection o
| Parameter | Type | Required | Notes |
|---|---|---|---|
| title_id | string | yes | TitleID, для которого читаются данные. |
PARTIAL SAVE: writes ONLY the 'DataCollections' field of TitlePublicConfigurationModel; all other v1/v2 fields stay untouched. Data collections - the creator's own data structures, a Firebase/Supabase-like store inside the platform for games, apps and sites. USE A READY PLATFORM MODULE FIRST (currencies, items, store, lootboxes, quests, leaderboards, chat, social, workshop, match, season, tutorial
| Parameter | Type | Required | Notes |
|---|---|---|---|
| title_id | string | yes | TitleID, для которого сохраняются данные. |
| value | object | yes | Title data collections: a Firebase/Supabase-like store inside the platform. The creator declares structures (collections) with typed fields, searchable fields, sort keys, access rules and limits; the |
GET ONLY the 'Mailbox' field of TitlePublicConfigurationModel. Mailbox - an in-game mailbox that holds VALUE the player claims (not notifications - those are Push). Enabled is the master switch, default OFF. Capacity (default 100) caps visible letters; on overflow the oldest letters WITHOUT unclaimed rewards are removed. RewardLetterDays (30) / PlainLetterDays (14) are letter lifetimes (an unclaim
| Parameter | Type | Required | Notes |
|---|---|---|---|
| title_id | string | yes | TitleID, для которого читаются данные. |
PARTIAL SAVE: writes ONLY the 'Mailbox' field of TitlePublicConfigurationModel; all other v1/v2 fields stay untouched. Mailbox - an in-game mailbox that holds VALUE the player claims (not notifications - those are Push). Enabled is the master switch, default OFF. Capacity (default 100) caps visible letters; on overflow the oldest letters WITHOUT unclaimed rewards are removed. RewardLetterDays (30)
| Parameter | Type | Required | Notes |
|---|---|---|---|
| title_id | string | yes | TitleID, для которого сохраняются данные. |
| value | object | yes | Title mailbox: letters with rewards, publisher broadcasts, friend gifts and unclaimed rewards of other modules. An in-game mailbox that holds VALUE the player claims — not notifications (those are Pus |
Generate an image (icon, sprite, art) for the title. The result has a CDN URL in Assets — reference that URL from the title config or code. Runs as a job: the call waits up to about two minutes and returns the result; if it is not ready by then it returns the generation with status queued/running — poll get_generation with its id.
| Parameter | Type | Required | Notes |
|---|---|---|---|
| title_id | string | no | Which game this is for — a label for the report, optional. Credits are always the publisher's, so leaving it out is normal for assets that belong to no game. |
| prompt | string | yes | What to generate. |
| tier | string | no | Quality/price tier, e.g. image-cheap or video-premium. Call list_ai_tiers for the current list. Omit it to use this title's default tier. |
| params | object | no | Model settings, as declared by the vendor for the chosen tier — for example {"aspect_ratio":"16:9","resolution":"720p","duration":"4"}. Call list_ai_tiers to see which keys this tier accepts, their al |
| model | string | no | Model name, if you insist on a specific one (optional). ⚠ Setting it cancels the tier COMPLETELY — together with its provider and its settings — so params may stop applying. Prefer tier. |
| provider | string | no | Provider key, if you insist on one (optional). Cancels the tier the same way. |
Generate a video clip for the title. Duration is the main cost driver, and some models bill a minimum length even when the clip is shorter — estimate first. ASYNC: returns a job with an id and status — poll get_video for the result.
| Parameter | Type | Required | Notes |
|---|---|---|---|
| title_id | string | no | Which game this is for — a label for the report, optional. Credits are always the publisher's, so leaving it out is normal for assets that belong to no game. |
| prompt | string | yes | What to generate. |
| tier | string | no | Quality/price tier, e.g. image-cheap or video-premium. Call list_ai_tiers for the current list. Omit it to use this title's default tier. |
| params | object | no | Model settings, as declared by the vendor for the chosen tier — for example {"aspect_ratio":"16:9","resolution":"720p","duration":"4"}. Call list_ai_tiers to see which keys this tier accepts, their al |
| model | string | no | Model name, if you insist on a specific one (optional). ⚠ Setting it cancels the tier COMPLETELY — together with its provider and its settings — so params may stop applying. Prefer tier. |
| provider | string | no | Provider key, if you insist on one (optional). Cancels the tier the same way. |
Generate speech (text-to-speech) for the title. Billed per character. The voice comes from the tier's model unless you pass one in params. Runs as a job: the call waits up to about two minutes and returns the result; if it is not ready by then it returns the generation with status queued/running — poll get_generation with its id.
| Parameter | Type | Required | Notes |
|---|---|---|---|
| title_id | string | no | Which game this is for — a label for the report, optional. Credits are always the publisher's, so leaving it out is normal for assets that belong to no game. |
| text | string | yes | The words to say out loud. They are read verbatim, so do not put instructions here. |
| tier | string | no | Quality/price tier, e.g. image-cheap or video-premium. Call list_ai_tiers for the current list. Omit it to use this title's default tier. |
| params | object | no | Model settings, as declared by the vendor for the chosen tier — for example {"aspect_ratio":"16:9","resolution":"720p","duration":"4"}. Call list_ai_tiers to see which keys this tier accepts, their al |
| model | string | no | Model name, if you insist on a specific one (optional). ⚠ Setting it cancels the tier COMPLETELY — together with its provider and its settings — so params may stop applying. Prefer tier. |
| provider | string | no | Provider key, if you insist on one (optional). Cancels the tier the same way. |
Generate music (a loop or a short track) for the title. A different vendor path and a different price from generate_audio, which is speech. Runs as a job: the call waits up to about two minutes and returns the result; if it is not ready by then it returns the generation with status queued/running — poll get_generation with its id.
| Parameter | Type | Required | Notes |
|---|---|---|---|
| title_id | string | no | Which game this is for — a label for the report, optional. Credits are always the publisher's, so leaving it out is normal for assets that belong to no game. |
| prompt | string | yes | What to generate. |
| tier | string | no | Quality/price tier, e.g. image-cheap or video-premium. Call list_ai_tiers for the current list. Omit it to use this title's default tier. |
| params | object | no | Model settings, as declared by the vendor for the chosen tier — for example {"aspect_ratio":"16:9","resolution":"720p","duration":"4"}. Call list_ai_tiers to see which keys this tier accepts, their al |
| model | string | no | Model name, if you insist on a specific one (optional). ⚠ Setting it cancels the tier COMPLETELY — together with its provider and its settings — so params may stop applying. Prefer tier. |
| provider | string | no | Provider key, if you insist on one (optional). Cancels the tier the same way. |
Generate a 3D asset (mesh) for the title. ASYNC: returns a job with an id and status — poll get_three_d for the result.
| Parameter | Type | Required | Notes |
|---|---|---|---|
| title_id | string | no | Which game this is for — a label for the report, optional. Credits are always the publisher's, so leaving it out is normal for assets that belong to no game. |
| prompt | string | no | What to generate. |
| tier | string | no | Quality/price tier, e.g. image-cheap or video-premium. Call list_ai_tiers for the current list. Omit it to use this title's default tier. |
| params | object | no | Model settings, as declared by the vendor for the chosen tier — for example {"aspect_ratio":"16:9","resolution":"720p","duration":"4"}. Call list_ai_tiers to see which keys this tier accepts, their al |
| model | string | no | Model name, if you insist on a specific one (optional). ⚠ Setting it cancels the tier COMPLETELY — together with its provider and its settings — so params may stop applying. Prefer tier. |
| provider | string | no | Provider key, if you insist on one (optional). Cancels the tier the same way. |
| operation | string | yes | What to do: text-to-3d | image-to-3d | text-to-texture | remesh | rig. |
| image_url | string | no | Source image URL — image-to-3d (optional). |
| model_url | string | no | Source model URL — texture, remesh, rig (optional). |
| input_task_id | string | no | Previous job id — texture, remesh, rig (optional). |
Poll a video job by id. While it runs the status says so; when it is done the CDN URL is in Assets.
| Parameter | Type | Required | Notes |
|---|---|---|---|
| title_id | string | no | Which game this is for — a label for the report, optional. Credits are always the publisher's, so leaving it out is normal for assets that belong to no game. |
| video_id | string | yes | Job id returned by generate_video. |
| variant | string | no | Variant to fetch, e.g. 720p (optional). |
| content_type | string | no | Desired content type, e.g. video/mp4 (optional). |
Poll a 3D job by id. When it is done the model CDN URL is in Assets.
| Parameter | Type | Required | Notes |
|---|---|---|---|
| title_id | string | no | Which game this is for — a label for the report, optional. Credits are always the publisher's, so leaving it out is normal for assets that belong to no game. |
| three_d_id | string | yes | Job id returned by generate_three_d. |
Remix an existing video job with new instructions. Starts a new job — poll get_video. ASYNC: returns a job with an id and status — poll get_video for the result.
| Parameter | Type | Required | Notes |
|---|---|---|---|
| title_id | string | no | Which game this is for — a label for the report, optional. Credits are always the publisher's, so leaving it out is normal for assets that belong to no game. |
| video_id | string | yes | Source job id to remix. |
| prompt | string | yes | What to change. |
List the quality/price tiers available on this publisher's plan for every kind of media, and — for each tier — the settings its model accepts: field keys, allowed values, defaults and what they do. That list is the reference for the params argument of the generate_* tools. Read-only and free.
| Parameter | Type | Required | Notes |
|---|---|---|---|
| title_id | string | no | Not needed — tiers depend on the publisher's plan (optional, ignored). |
Estimate what a generation will cost in credits before running it. Read-only and free. exact=true means computed from the model's price list; approximate=true means the vendor names the final sum itself (video and music) and the number is a best guess; both false means there is nothing to estimate from — and zero credits does NOT mean free.
| Parameter | Type | Required | Notes |
|---|---|---|---|
| title_id | string | no | Which game this is for — a label, optional (see the generate_* tools). |
| modality | string | yes | What is going to be generated: image | video | audio | music | 3d |
| tier | string | no | Tier to price. Omit to use the default tier of that modality. |
| params | object | no | Model settings, as declared by the vendor for the chosen tier — for example {"aspect_ratio":"16:9","resolution":"720p","duration":"4"}. Call list_ai_tiers to see which keys this tier accepts, their al |
| text | string | no | The words to say — speech only, their length drives the price (optional). |
Read a generation by id: its status (queued | running | completed | failed), the CDN URLs in Assets or the text in OutputText when it is done, the error when it failed. Poll it for generations that returned queued/running. Read-only and free.
| Parameter | Type | Required | Notes |
|---|---|---|---|
| generation_id | string | yes | Id returned by a generate_* tool. |
Generate text via AI (copy, item descriptions, dialogue). Runs as a job: the call waits up to about two minutes and returns the generated text; if it is not ready by then it returns the generation with status queued/running — poll get_generation with its id. Credits are the publisher's; title_id is an optional label for the report.
| Parameter | Type | Required | Notes |
|---|---|---|---|
| title_id | string | no | Which game this text is for — a label for the report, optional. Credits are always the publisher's, so leaving it out is normal for copy that belongs to no game. |
| prompt | string | yes | Prompt for the model. |
| system_instructions | string | no | System instructions (optional). |
| max_tokens | integer | no | Max output tokens (optional). |
| temperature | number | no | Sampling temperature (optional). |
| model | string | no | Model override (optional). |
| provider | string | no | Provider override, e.g. anthropic (optional). |
Read the TITLE's key-value data store — values shared by ALL players (event state, global counters, server-side thresholds, feature toggles). Returns two scopes: "Static" (authored configuration, written with save_title_data) and "Runtime" (live state that only CloudCode scripts write), each split into "Public" (readable by game clients) and "Private" (server/CloudCode only). Values are always str
| Parameter | Type | Required | Notes |
|---|---|---|---|
| title_id | string | yes | TitleID, для которого читаются данные. |
Write the authored (Static) part of the title's key-value data store. REPLACES the whole bucket: read it with get_title_data first and send it back extended, or omitted keys are deleted. The Runtime scope CANNOT be written here — mutable title state is owned by CloudCode scripts, so their counters are never overwritten behind their back. Register keys in the TitleCustomData config section (save_ti
| Parameter | Type | Required | Notes |
|---|---|---|---|
| title_id | string | yes | TitleID. |
| bucket | string | yes | Public = readable by game clients; Private = server/CloudCode only. |
| values | object | yes | Object of key → string value. Replaces the whole bucket. JSON-encode structured values yourself. |
List the title's localization KEYS with their text in the DEFAULT language, plus the configured locales. Call it before writing any user-visible string so you reuse an existing key instead of inventing a second one for the same label. Filter with "prefix" ("shop.", "quest."); long tables are truncated and say so. The client resolves text as t(x) = player's table -> fallback table -> x itself, whic
| Parameter | Type | Required | Notes |
|---|---|---|---|
| title_id | string | yes | TitleID. |
| prefix | string | no | Optional key prefix filter. |
Create or update localization keys in the title's DEFAULT language. PARTIAL: only the keys you send are written, the rest of the table is untouched — people translate the same table, and replacing it wholesale would erase their work. Write ONLY the default language: other locales are filled by translators or by the dashboard's machine translation, and a string that exists only in a target language
| Parameter | Type | Required | Notes |
|---|---|---|---|
| title_id | string | yes | TitleID. |
| keys | object | yes | Object of localization key → text in the DEFAULT language. Only these keys are written. |
List the NAMES of the title's integration variables and secrets, plus the outbound-HTTP allow list. Secret VALUES are never returned by any tool — reference a secret inside a CloudCode script as {{secret:NAME}} in a server.HttpRequest call and the platform substitutes it server-side. Use this to discover which credentials a title already has before writing an integration.
| Parameter | Type | Required | Notes |
|---|---|---|---|
| title_id | string | yes | TitleID, для которого читаются данные. |
Publish server-side game logic (CloudCode) and make it live. This is the only way to run custom code on the server, and the only way to write protected data: the ReadOnly/Internal buckets of a player's UserCustomData and the Runtime scope of the title's data store. The script is plain JavaScript filling a global 'handlers' object, e.g. handlers.claimDailyBonus = function (args, context) { … }. Ins
| Parameter | Type | Required | Notes |
|---|---|---|---|
| title_id | string | yes | TitleID. |
| code | string | yes | Full JavaScript source of the revision. |
| handlers | array | no | Optional whitelist of callable handlers; anything not listed is rejected by the server. |
| comment | string | no | Short note about what changed. |
List the publisher's task boards (projects) with their names and progress. Start here: every other kanban tool needs a project_id.
No parameter schema on file.
Read a board: its columns and the cards in them. Cards come back COMPACT — key, title, priority, assignee, due date, labels and counters, without descriptions or checklists. Call get_kanban_card for the full text of one card.
| Parameter | Type | Required | Notes |
|---|---|---|---|
| project_id | string | yes | Board to read (from list_kanban_projects). |
Read ONE card in full: description, checklist, links, watchers, estimate and which column it sits in. Address it either by card_id or by its human key like OPUS-451.
| Parameter | Type | Required | Notes |
|---|---|---|---|
| project_id | string | yes | Board the card belongs to. |
| card_id | string | no | Card id (optional if card_key is given). |
| card_key | string | no | Human key of the task, e.g. OPUS-451 (optional if card_id is given). |
Find cards ACROSS all the publisher's boards by a substring of the title or by the task key. Two characters minimum; archived boards are excluded.
| Parameter | Type | Required | Notes |
|---|---|---|---|
| query | string | yes | What to look for: part of a card title, or a task key like OPUS-451. |
| limit | integer | no | How many to return (default 20). |
Cards assigned to a person across all boards, soonest deadline first. Defaults to the publisher who owns this connection — pass assignee_id for a teammate.
| Parameter | Type | Required | Notes |
|---|---|---|---|
| assignee_id | string | no | Whose tasks (optional). Ids come from list_kanban_members. |
| include_done | boolean | no | Include cards already in a done column (default false). |
Read the comment thread of a card, oldest first.
| Parameter | Type | Required | Notes |
|---|---|---|---|
| project_id | string | yes | Board the card belongs to. |
| card_id | string | yes | Card whose thread to read. |
| limit | integer | no | How many comments (default 100). |
Who can be assigned a card, watch it or be mentioned: the publisher and the teammates with kanban access. Returns ids and emails — use the id for set_kanban_assignee.
No parameter schema on file.
Add a card to a column. The server assigns the human key (OPUS-451) — it is in the reply.
| Parameter | Type | Required | Notes |
|---|---|---|---|
| project_id | string | yes | Board to add to. |
| column_id | string | yes | Column to add to (ids come from get_kanban_board). |
| title | string | yes | Card title — what has to be done. |
| description | string | no | Details (optional). |
| priority | string | no | None | Low | Medium | High | Critical (optional, default Medium). |
| due_date | string | no | Deadline, ISO-8601 like 2026-09-30 (optional). |
| card_id | string | no | Id to give the card (optional). Pass your own to make a retry safe: adding the same id twice is a no-op instead of a duplicate. |
Change a card's title, description, priority or deadline. Fields you leave out stay as they are — this is a patch, not a replacement.
| Parameter | Type | Required | Notes |
|---|---|---|---|
| project_id | string | yes | Board the card belongs to. |
| card_id | string | yes | Card to change. |
| title | string | no | New title (optional). |
| description | string | no | New description (optional). |
| priority | string | no | None | Low | Medium | High | Critical (optional). |
| due_date | string | no | New deadline, ISO-8601 (optional). |
| clear_due_date | boolean | no | Remove the deadline (optional). Leaving due_date out keeps it. |
Move a card to another column (or to another position in the same one). Moving it into a done column also completes the task and awards its XP; moving it back out clears the completion mark. The reply says which happened.
| Parameter | Type | Required | Notes |
|---|---|---|---|
| project_id | string | yes | Board the card belongs to. |
| card_id | string | yes | Card to move. |
| to_column_id | string | yes | Destination column. |
| to_index | integer | no | Position inside that column, 0 = top (default 0). |
Assign a card to someone, or clear the assignee. The person is notified.
| Parameter | Type | Required | Notes |
|---|---|---|---|
| project_id | string | yes | Board the card belongs to. |
| card_id | string | yes | Card to assign. |
| assignee_id | string | no | Who to assign it to (from list_kanban_members). Omit to clear. |
Delete a card. IRREVERSIBLE, and its task key is never reused — ask the publisher before calling this. To take a card off the board without losing it, move it instead.
| Parameter | Type | Required | Notes |
|---|---|---|---|
| project_id | string | yes | Board the card belongs to. |
| card_id | string | yes | Card to delete. |
Post a comment on a card. It appears under the publisher's own name, so write as the assistant, not as them. Mentioned people are notified.
| Parameter | Type | Required | Notes |
|---|---|---|---|
| project_id | string | yes | Board the card belongs to. |
| card_id | string | yes | Card to comment on. |
| body | string | yes | Comment text. |
| parent_comment_id | string | no | Reply to this comment (optional). |
| mention_ids | array | no | People to notify, ids from list_kanban_members (optional). |
Create a board. It comes with a default set of columns, so you can add cards right away.
| Parameter | Type | Required | Notes |
|---|---|---|---|
| name | string | yes | Board name. |
| description | string | no | What this board is for (optional). |
| emoji | string | no | Icon, a single emoji (optional). |
| color | string | no | Accent colour, hex like #3B82F6 (optional). |
Rename a board, change its description/icon/colour, or archive it. Archiving hides it from search and from my-tasks without deleting anything.
| Parameter | Type | Required | Notes |
|---|---|---|---|
| project_id | string | yes | Board to change. |
| name | string | no | New name (optional). |
| description | string | no | New description (optional). |
| emoji | string | no | New icon (optional). |
| color | string | no | New accent colour (optional). |
| archived | boolean | no | Archive or unarchive it (optional). |
Delete a whole board with every card, comment and attachment on it. IRREVERSIBLE and there is no undo — ask the publisher first, and prefer archiving via update_kanban_project(archived=true), which is reversible.
| Parameter | Type | Required | Notes |
|---|---|---|---|
| project_id | string | yes | Board to delete. |
Add a column to a board.
| Parameter | Type | Required | Notes |
|---|---|---|---|
| project_id | string | yes | Board to add the column to. |
| name | string | yes | Column name. |
| color | string | no | Accent colour, hex (optional). |
Rename a column, recolour it, or mark it as the done column. Cards entering a done column count as completed and award XP.
| Parameter | Type | Required | Notes |
|---|---|---|---|
| project_id | string | yes | Board the column belongs to. |
| column_id | string | yes | Column to change. |
| name | string | no | New name (optional). |
| color | string | no | New accent colour (optional). |
| is_done | boolean | no | Whether this is the done column (optional). |
Delete a column TOGETHER WITH EVERY CARD IN IT. IRREVERSIBLE — ask the publisher first, and move the cards out with move_kanban_card if they should survive.
| Parameter | Type | Required | Notes |
|---|---|---|---|
| project_id | string | yes | Board the column belongs to. |
| column_id | string | yes | Column to delete. |
Set the left-to-right order of the columns. Pass every column id of the board.
| Parameter | Type | Required | Notes |
|---|---|---|---|
| project_id | string | yes | Board to reorder. |
| column_ids | array | yes | All column ids, in the order they should appear. |
Start uploading a READY web build of the game (static files: index.html + assets — e.g. Vite dist/, Unity WebGL) to a Title. Returns build_id, a one-hour upload_url and asset_base. Build the game with asset_base as its base path (or a relative './'), zip the CONTENTS of the output folder so index.html is at the zip root, upload it with curl -T build.zip "<upload_url>" (a plain HTTP PUT of the fi
| Parameter | Type | Required | Notes |
|---|---|---|---|
| title_id | string | yes | Live TitleID (not the -DEV copy). |
Finish an upload started with begin_build_upload: unpacks the zip into a new version of the Title (it appears in the dashboard's version history) and waits up to ~100 s. Returns the version with a TestUrl to try it before players see it. deploy=true also puts it live for players on the Title's address and its idosgames.com page. If it is still unpacking when the call returns, poll get_build. Calli
| Parameter | Type | Required | Notes |
|---|---|---|---|
| title_id | string | yes | Live TitleID (the same one passed to begin_build_upload). |
| build_id | string | yes | build_id returned by begin_build_upload. |
| deploy | boolean | no | true = put this version live for players as soon as it is unpacked. Default false: only a test version. |
| label | string | no | Optional short name of the version shown in the history ("Added the shop"). |
State of one version of the Title's game: status (Queued, Building, Staged = ready to deploy, Live, Failed), errors, test and live links. Use it to poll finish_build_upload.
| Parameter | Type | Required | Notes |
|---|---|---|---|
| title_id | string | yes | Live TitleID. |
| build_id | string | yes | build_id of the version. |
Recent versions of the Title's game, newest first — uploaded ones and ones built by the AI Coder — with which one players get now.
| Parameter | Type | Required | Notes |
|---|---|---|---|
| title_id | string | yes | Live TitleID. |
| limit | integer | no | How many versions to return (default 10, max 30). |
List the composable iDos Games game modules in the catalog — the same registry the local @idosgames/mcp server serves. Each entry has id, name, type (template = a complete ready-to-run game to start FROM, e.g. voxelcraft; feature = a system to add on top, e.g. store, quests, leaderboard), engine, genre, a short summary, what it 'provides' (its features), tags, preview media, a live demo url, 'inBa
No parameter schema on file.
Get one module's source (files) plus install instructions: write each file under src/modules/{id}/, install its dependencies, and register it in src/modules.ts. The project needs the base first (get_host_scaffold). Large modules come in PAGES: the answer has nextCursor while files remain — call again with the same id and cursor=nextCursor until nextCursor is absent. Read-only; takes no title_id.
| Parameter | Type | Required | Notes |
|---|---|---|---|
| id | string | yes | Module id from list_modules, e.g. store or board-game. |
| cursor | integer | no | Index of the first file to return (from nextCursor). Default 0. |
Keyword search across modules and skills. Matches a module on its id, name, type, engine, genre, summary, description, what it 'provides' and tags — so you can find a ready module by the feature you need (e.g. 'dice board', 'idle income', 'daily reward') rather than by name. Skills match on name and description. Returns the matching catalog entries. Read-only; takes no title_id.
| Parameter | Type | Required | Notes |
|---|---|---|---|
| query | string | yes | Free-text query; every word must match. |
List the SDK skills (name + description): instructions for coding against @idosgames/core services (currencies, store, quests, blockchain…), the module contract and composition, plus checklists such as idosgames-title-bootstrap (configuring a fresh Title so a game can run). Load one with get_skill before writing code against that part of the SDK. Read-only; takes no title_id.
No parameter schema on file.
Get one SDK skill's full content (SKILL.md) and its reference files. Read-only; takes no title_id.
| Parameter | Type | Required | Notes |
|---|---|---|---|
| name | string | yes | Skill name from list_skills, e.g. currency-system. |
Get the base every NEW project starts from — the host shell with sign-in and the lobby (index.html, main.tsx, src/app.config.ts, the wallet files, an empty src/modules.ts, config; the lobby and sign-in come from @idosgames/app-shell). Write these files to the project root, install the versions from get_manifest, then add modules with get_module: the systems with inBase, the game(s) with the module
No parameter schema on file.
Get the @idosgames runtime npm packages and their exact versions (core, wallet, module-sdk, react, app-shell). Install these so the base and the modules resolve their imports. Read-only; takes no title_id.
No parameter schema on file.
- Every tool — any call limit is its publisher’s, not ours
- No card, and mcprush charges nothing for it
- Runs at its publisher’s own address — this marketplace is not in the path
- Nothing to cap, because mcprush bills nothing
What counts against your monthly calls
| Tool | Unit | Calls used | Out of the allowance |
|---|
Nothing here is billable: mcprush charges nothing to install iDos Games or to call it, at any volume.
Two independent axes, because powerful and malicious are different questions. The grade is threat only. The capability level is blast radius, and it is never a penalty on the grade — it is priced as one subtract-only term in the score, where you can see it.
This listing is an address its publisher runs, and you connect to it directly — this marketplace is not in the path. The scanner reads packages and public source, and an address is neither: the repository linked on this page is where this record was collected from, not a copy of what the address serves, so it is not graded in its place. So there is no grade — not a withheld one, an unmeasured one.
Release history
This is an address its publisher runs: which release it serves is theirs to choose, so there is nothing here to pin. The history below is for reading; the current release on file is 1.1.2.
No release note was published with this version.
One review per account, from a signed-in account that does not publish this listing. Nothing else is asked — you can say what you think before you install it. Publishers can reply once per review, and a review can be edited or deleted by whoever wrote it.
Any signed-in account that does not publish iDos Games can review it, once — before installing it or after. A review from an account that has installed it is marked as one.
Nobody has reviewed this listing. The rating on the card is the mean of the reviews written here and nothing else, so there is no rating until somebody writes the first — which takes a signed-in account that does not publish it, and nothing else.