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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

IndexedMITLocal (stdio)★ 5
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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

Local MCP server: detects a game's engine and gives agents native binary analysis/patching tools.

No reviews yet. Installed it? Reviews come from verified installers only. How reviews work

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_mod
  • detect_engine
  • find_gameplay_values
  • find_steam_games
  • game_status
  • list_available_tools

Write 2 · Create, change, send or run things.

  • build_and_deploy
  • load_game

Not yet classified 6 · We could not tell from the name and description.

  • decode_assets
  • disassemble_function
  • disassemble_range
  • mod_this_game
  • scaffold_mod
  • unpack_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_deploy

    Compile a mod project and deploy the output to the game mods directory.

  • debug_mod

    Analyze mod logs to diagnose errors and suggest fixes.

  • decode_assets

    Universal 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_engine

    Scan a game directory and detect what engine it uses (Unity, Unreal, Godot, Java, etc.). Returns engine type, runtime, and primary assembly path.

  • disassemble_function

    Disassemble 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_range

    Disassemble 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_values

    Search 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_games

    Search configured Steam library paths for installed games. Optionally filter by name.

  • game_status

    Get the current session state including loaded game, engine type, cached analysis data, and mod build status.

  • list_available_tools

    List all tools available for the currently loaded game engine, grouped by category.

  • load_game

    Set 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_game

    End-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_mod

    Generate a mod project skeleton from templates. Creates project files, plugin class, and build configuration.

  • unpack_game

    CATALOG-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
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)