Universal Game Modder
Local MCP server: detects a game's engine and gives agents native binary analysis/patching tools.
Connector by doritoman90000 · GitHub account verified by the MCP Registry
Install
Works with Claude Code, Codex, VS Code, Cursor, Windsurf, Claude Desktop. Read the repository before you give any tool access to your data.
npx agentmarket install connector/doritoman90000-universal-game-modder
Asks which of your tools to add it to (Claude Code, Codex, Cursor, VS Code, Windsurf, Gemini CLI, Claude Desktop) and shows the change first. See https://agentmart.dev/cli.
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About
Reviews
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Permissions
What this server can do and what it asks for, from its tool list and install config. Checked Oct 25, 2026.
- Tools
- 6 read · 2 write · 0 delete · 6 not yet classified
- Secrets
- None asked for
- Install scripts
- Not scanned yet
- Runs as
- Node.js package
Tools by what they do 14
Read from the source code; the running server may list different tools.
Read 6 · Look things up without changing anything.
debug_moddetect_enginefind_gameplay_valuesfind_steam_gamesgame_statuslist_available_tools
Write 2 · Create, change, send or run things.
build_and_deployload_game
Not yet classified 6 · We could not tell from the name and description.
decode_assetsdisassemble_functiondisassemble_rangemod_this_gamescaffold_modunpack_game
Tools (14)
Read from the source code; the running server may differ. Descriptions are the server’s own words; hidden characters are shown as [U+…].
build_and_deployCompile a mod project and deploy the output to the game mods directory.
debug_modAnalyze mod logs to diagnose errors and suggest fixes.
decode_assetsUniversal Asset Decoder. Reads a PR-1 autopsy catalog, cracks open Unity .assets containers, and decodes their members back into The Model (decoded=1, decoded_path set): Texture2D -> PNG (streamed pixels from sibling .resS), Mesh -> glTF .glb + .obj (plain/uncompressed; compressed noted+deferred), and AudioClip -> WAV (PCM) / OGG (bare Vorbis); FSB5-wrapped Vorbis + other codecs are noted+deferred. Read-only on game files; decoded files + DB rows are the only writes. Pass either db_path (the .autopsy.db) or game_path (whose default .autopsy/ DB is used). Optional out_dir overrides where decode…
detect_engineScan a game directory and detect what engine it uses (Unity, Unreal, Godot, Java, etc.). Returns engine type, runtime, and primary assembly path.
disassemble_functionDisassemble a function starting at an RVA in a native PE (x86-64). Linear sweep from the entry RVA to the first terminal instruction (ret/iret) or max_bytes, whichever comes first — a PR-3.1 boundary heuristic (CFG-accurate bounds arrive with the call-graph in PR-3.2), so the function EXTENT is tagged provenance=inferred while the decoded bytes themselves are verified. Read-only on the binary. Writes a 'function' row into The Model when db_path/game_path is supplied and the binary is catalogued.
disassemble_rangeDisassemble an arbitrary byte range of a native PE (x86-64) starting at an RVA. Resolves the RVA to its section and file offset, reads ONLY that slice (read-only on the binary), and decodes it with Capstone. Returns the instruction listing. If db_path or game_path is given AND the binary is catalogued in that autopsy DB, the decoded instructions are also summarized into The Model as a 'function' row spanning the range (provenance=verified for the bytes). Pure read-only when no DB is supplied.
find_gameplay_valuesSearch for gameplay-related values (health, damage, speed, money, etc.) across the game code. Works with any engine by using the appropriate search tools.
find_steam_gamesSearch configured Steam library paths for installed games. Optionally filter by name.
game_statusGet the current session state including loaded game, engine type, cached analysis data, and mod build status.
list_available_toolsList all tools available for the currently loaded game engine, grouped by category.
load_gameSet a game as the active modding target. Auto-detects engine, sets up session state, and returns what tools are available for this game type.
mod_this_gameEnd-to-end game modding assistant. Detects engine, analyzes game structure, and returns a modding plan with available tools and next steps. Start here when modding a new game.
scaffold_modGenerate a mod project skeleton from templates. Creates project files, plugin class, and build configuration.
unpack_gameCATALOG-FIRST universal unpacker. Recursively walks an ENTIRE game install, classifies and sha256-hashes EVERY file, and persists the catalog into a SQLite <game>.autopsy.db (game/binary/asset/data_store tables, provenance on every row). Read-only: never writes game files. Containers (.pak/.pck/.bundle/...) are catalogued as single rows, never expanded (per-format extraction is a later slice). Idempotent: re-running on the same game re-opens the DB and upserts, no duplicate rows.
Signals
- Stars
- 5
- Forks
- 2
- Open issues
- 0
- Last commit
- Sep 2, 2026 (1 month ago)
- Last release
- Sep 2, 2026 (1 month ago)
From GitHub (fetched Oct 24, 2026).
Details
- Registry name
io.github.doritoman90000/universal-game-modder- Version
- 0.1.4
- Auth
- No auth
- Packages
- npm universal-game-modder
- License
- MIT
- First seen
- Oct 24, 2026
- Last checked
- Oct 25, 2026
Cite this page
Universal Game Modder MCP server. Agent Mart. https://agentmart.dev/connectors/doritoman90000-universal-game-modder (last updated 2026-10-25)