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Glitchless

Game observability for coding agents: stutters, crashes, custom metrics, dashboards, playtest bots

Connector by glitchless-gg · GitHub account verified by the MCP Registry

IndexedMITLocal (stdio)★ 1
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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/glitchless-gg-glitchless

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

Game observability for coding agents: stutters, crashes, custom metrics, dashboards, playtest bots

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, install config and code. Checked Oct 26, 2026.

Tools
15 read · 7 write · 1 delete
Secrets
1 (API keys, tokens or passwords)
Install scripts
None found
Runs as
Node.js package

Tools by what they do 23

Read from the source code; the running server may list different tools.

Read 15 · Look things up without changing anything.

  • glitchless_bug_reports
  • glitchless_compare_versions
  • glitchless_dashboard
  • glitchless_death_hotspots
  • glitchless_events
  • glitchless_get_error
  • glitchless_list_games
  • glitchless_list_share_links
  • glitchless_overview
  • glitchless_performance
  • glitchless_player_funnel
  • glitchless_session
Show 3 more tools
  • glitchless_store_reviews
  • glitchless_store_vitals
  • glitchless_triage

Write 7 · Create, change, send or run things.

  • glitchless_create_game
  • glitchless_deck_measure
  • glitchless_deck_send
  • glitchless_playtest
  • glitchless_set_dashboard
  • glitchless_share_board
  • glitchless_sign_in

Delete 1 · Delete, drop, revoke or wipe things.

  • glitchless_revoke_share_link

Secrets and settings it asks for

Secrets: values you paste in that let it act as you.

  • GLITCHLESS_API_KEY

Other settings (environment variables or headers).

  • GLITCHLESS_SERVICE
  • GLITCHLESS_URL

Network hosts it talks to 3

  • api.glitchless.gg · found in code
  • github.com · found in code
  • glitchless.gg · found in code

Files it touches

  • Your home directory (~)

Tools (23)

Read from the source code; the running server may differ. Descriptions are the server’s own words; hidden characters are shown as [U+…].

  • glitchless_bug_reportsread-only

    Bug reports players sent from inside the game (a hotkey such as F8, or a button in the game): what they wrote, the level, their position, device and version, and the session to look at with glitchless_session. Without an id: the window's reports, newest first, optionally on one level. With an id: one report with the game events just before it and the frame rate around it; add screenshot: true to see what the player saw. Several reports on one level also show up in glitchless_triage.

  • glitchless_compare_versionsread-only

    Compare game versions side by side, in the game's own terms first: the stats on its boards (glitchless_dashboard) and its own events per session, then the built-in measures it reports (frame time overall and per level, hitches/min, crash-free and error-free sessions, errors per session, level completion, rage-quit rate, deaths per session, geometry growth). Use it to confirm a fix or a design change after shipping a new version. For a game on Steam, by "steam_branch" compares Steam branches instead (a beta against "public"), and by "steam_build" Steam builds: a and b are then branch names or b…

  • glitchless_create_game

    Create a game in the signed-in workspace. Returns its client token (gl_pub_…, the public key game builds send with) and the intake URL to put in the game's Glitchless.init; the instrument skill says where for each engine. Later calls can name it with game.

  • glitchless_dashboardread-only

    The game's dashboard: its pages in order, each a board (panels in the game's own terms) or a built-in view (events, performance, errors, players, heatmaps, sessions, versions, live, reports), and one board's panels with their numbers for the window. `page` picks the board (default: the first). `source` says whether the dashboard was saved (by an agent or a person) or made automatically from what the game sends; `spec` (its pages, and its currency if it has one) is what to edit and send back to glitchless_set_dashboard. Money panels answer their `currency`, and `mismatch` lists amounts sent in …

  • glitchless_death_hotspotsread-only

    Where players die on a level: clustered death positions in world coordinates (x range, share of the level’s deaths, top cause, rage quits at that spot), plus the level bounds and completion stats. Use it to find difficulty spikes, then look up the level data around those coordinates.

  • glitchless_deck_measure

    Measure the game on the Steam Deck: Steam starts it (as "Devkit Game: <id>_measure") with --glitchless-measure, the Glitchless SDK records frame time, slow frames, hitches, render and update CPU, draw calls and new errors, then the game quits and the numbers come back here. Saved in .glitchless/deck/<id>/ and compared with a saved run (by default "baseline") using the same thresholds as glitchless_playtest; a FAIL lists the regressions. Call with save_as "baseline" BEFORE changing code, send the new build with glitchless_deck_send, then call again without arguments. For Unity, Godot and Unreal…

  • glitchless_deck_send

    Send the game to the Steam Deck paired with this computer and put it in the Deck's library as "Devkit Game: <id>": runs the build (Godot Linux export, Unity Linux64, Unreal, a web build, or the project's own command), checks it is something the Deck runs (Linux x86-64, or Windows x64 through Proton), copies only what changed, and optionally starts it. Reads glitchless.deck.json in the project (glitchless-deck init writes one). Needs the Deck awake on this network and paired once with `glitchless-deck pair`, which the user approves on the Deck.

  • glitchless_eventsread-only

    The game's own metrics, from the custom events it sends with track(): each event's count in the window, the sessions and players that sent it, how its attribute values break down (for example plays by mode, paywall views by placement, purchases started vs done), and the sums of its numeric attributes per currency (revenue: the amount of purchase events). Give `funnel` to count the sessions that went from one event to the next, in that order.

  • glitchless_get_errorread-only

    Error Tracking for a game. Without a fingerprint: the list of error issues ranked by sessions affected. With a fingerprint: the full issue — message, location, stack trace, affected levels/versions, occurrence counts and breadcrumbs (the game events right before it fired). For a minified web build whose source maps were uploaded (glitchless-sourcemaps), location and stack are the original ones, `frames` gives each frame with its line of code, and `minified` what the browser reported.

  • glitchless_list_gamesread-only

    List the games: with a workspace key, every game in the workspace (its id, name, client token and the services reporting to it); with a key for one game, its services, versions, environments and when they were last seen.

  • glitchless_list_share_linksread-only

    A game's share links: which page each shows, when it expires, and whether it's revoked.

  • glitchless_overviewread-only

    Headline KPIs for a game: sessions, players, crash-free and error-free sessions, frame-time p50/p95/p99 vs budget, hitches per minute, rage quits, top errors and the level funnel.

  • glitchless_performanceread-only

    Frame-time breakdown for a game: global percentiles vs the frame budget, per-level p50/p95/p99 with draw calls / triangles / geometry counts / game-context gauges, hitch causes (script, shader compile, PSO compile in Unreal, GC, asset or map load), what is on screen during hitches, which events precede hitches, per GPU tier / browser / version, memory growth per level load and the slowest recent hitches with script attribution.

  • glitchless_player_funnelread-only

    Player experience per level: sessions that started vs completed each level, attempts, deaths per session and their causes, average clear time, rage quits (quit ≤20s after dying), session length distribution and recent rage quits with positions. Also retention: of the players first seen each day, the share back 1, 7 and 30 days later (D1, D7, D30; hours of 48 or more for D1). Retention needs player IDs: status "anonymous" means the game sends none, and privacy "install" in the SDK turns them on.

  • glitchless_playtest

    Playtest the game with its autoplay bots and compare against a saved baseline. Bots play fixed-seed scenarios in real Chrome, one at a time, against the running game; Glitchless then compares frame time (overall and per level), render CPU, draw calls, errors, crashes, completion and deaths with the baseline. Regressions fail; warnings and improvements are listed. Call with save_as "baseline" BEFORE changing code, then without arguments AFTER the change. Takes 1–5 minutes (quick: about 1). Needs the game and the Glitchless server running and Playwright installed in the project.

Show 8 more tools
  • glitchless_revoke_share_linkcan change or delete data

    Revoke a share link: it stops working at once, for everyone who has it.

  • glitchless_sessionread-only

    One play session in detail: device/GPU, outcome (crashed, rage quit), and the full event timeline (levels, deaths with positions, errors, hitches with causes, agent annotations) plus per-5s frame stats. Use with session ids from errors, hitches or rage quits.

  • glitchless_set_dashboard

    Save the game's dashboard: its pages, in the order the sidebar shows them. Each page is a board of panels in the game's own words, or a built-in view (events, performance, errors, players, heatmaps, sessions, versions, live, reports) the game keeps, renames or drops. Design it for this game, not for a genre it isn't: a puzzle game cares about solve time and hints, a mobile game about opens, modes, the paywall and purchases (revenue: a stat with sum "amount" of "purchase"; revenue per player: per "$players"; conversion: event "purchase" per "$players"; revenue by item: a breakdown with sum), a …

  • glitchless_share_board

    Make a read-only share link to one board page of a game: for a dev log, Discord, a publisher, or a game's own "Live stats" link. Anyone with it sees that board and nothing else, signed out. No expiry unless days is set; sums (revenue, totals) show only with sums: true. The link is shown once.

  • glitchless_sign_in

    Connect this agent to a Glitchless Cloud workspace, so it can create games, read any of them, design their dashboards and make share links. Returns a link and a code: show both to the person and ask them to approve it in the browser. Then call this tool again (or any other) — once it's approved, this server uses the workspace key right away, and keeps it for later sessions.

  • glitchless_store_reviewsread-only

    What players wrote about the game on a store it is connected to (Glitchless Cloud: Settings → Integrations: Steam, Google Play, the App Store), each review with the build it was written on and what the store tells about the reviewer: on Steam their playtime, Steam Deck use and hardware (when they show it). Filter by store, build (a store build ID or a version), sentiment, keyword (a topic: stutter, lag, fps, freeze, crash; or any word), device (part of a GPU or device name) and, on Steam, deck. The answer counts what matched by topic and device, and lists each build with its reviews and what G…

  • glitchless_store_vitalsread-only

    What a store itself measures of the game, version by version, next to what Glitchless measured of the same version, with a line wherever the two disagree and why (a store counts users in a day, Glitchless counts sessions; native crashes and crashes before the SDK starts never reach Glitchless; Glitchless also counts a stopped game loop). Google Play: slow rendering (users with frames under 20 and 30 fps), crash rate, ANR rate, and the devices and GPUs that render slowest. The App Store (with an App Store Connect key): hang rate, launch time p50/p90, animation hitches, and the latest build's he…

  • glitchless_triageread-only

    Ranked findings for a game: performance spikes per level (with the gauges and events they correlate with), memory leaks, top errors, difficulty spikes / rage-quit hotspots and version regressions — ranked by severity and player impact, each with evidence and a suggested fix. Start here when asked 'what's wrong with my game?'.

Signals

Stars
1
Forks
0
Open issues
0
Last commit (this folder)
Oct 23, 2026 (5 days ago)
Last release
Oct 25, 2026 (3 days ago)

From GitHub (fetched Oct 24, 2026).

Details

Registry name
io.github.glitchless-gg/glitchless
Version
0.9.0
Auth
API key
Packages
npm glitchless-mcp
License
MIT
First seen
Oct 24, 2026
Last checked
Oct 26, 2026
Cite this page

Glitchless MCP server. Agent Mart. https://agentmart.dev/connectors/glitchless-gg-glitchless (last updated 2026-10-26)