# iDos Games (remote · site.idosgames.com)

Configure cross-platform and web3 games on iDos Games: live config, tokens, NFTs, AI assets, builds.

- Trust score: 75/100 (medium)
- Registry status: active
- Liveness: live
- Owner verified: no
- Last scored: 2026-10-17

## Components

- remote · `site.idosgames.com`: 75/100 (this document), [markdown](https://verifymcp.io/servers/com-idosgames-platform/api-v2-mcp.md), [page](https://verifymcp.io/servers/com-idosgames-platform/api-v2-mcp)

## Channel facts

- Endpoint: `https://site.idosgames.com/api/v2/mcp`
- Transports: `streamable-http`
- Auth: `required`
- Version: `1.2.0`

## Trust breakdown

How this component scores in each security and reliability category. Every signal is checked automatically against the live server, and we only credit what we can confirm. Scores are 0–100 per category. Scoring method: https://verifymcp.io/docs/scoring (what has changed: https://verifymcp.io/docs/scoring/changelog)

Scored 2026-10-17.

- **Endpoint Security**: 89/100
  - The endpoint's TLS certificate is valid, in date, and uses a strong key.
  - Authorisation is enforced on tool calls, advertised via RFC 9728 protected-resource metadata. Discovery is public, which costs nothing: no tool can be invoked without a token.
  - HTTPS is enforced; there's no plaintext access path.
  - HSTS check failed: the Strict-Transport-Security header is absent.
  - DNSSEC check failed: this domain isn't protected by DNSSEC.
  - The authorisation server offers only Dynamic Client Registration (RFC 7591), which MCP 2026-07-28 deprecated in favour of Client ID Metadata Documents.
- **Transport & Reachability**: 100/100
  - Verified streamable-http transport via a live MCP handshake.
- **Schema Quality & AI Usability**: 64/100
  - AI-judged instruction clarity (excellent).
  - Context-footprint check failed: tool/resource definitions use about 28178 tokens (~195/item across 144 items; 144 tools + 0 resources), over budget; trim descriptions and params.
  - Usage-examples check failed: none of the tools include examples.
- **Stability & Change Management**: 10/100
  - Stability observed for 3 of 30 days with no destabilising changes; credit accrues until the full window elapses.
- **Tool Coverage**: 100/100
  - 100% of tools have a non-trivial description (not blank, and not just the tool's name).
  - 100% of tool parameters carry a description.
- **Tool Safety**: 100/100
  - No prompt-injection markers were found in the server instructions, tool names or descriptions we captured.
  - All 4 tool(s) whose name or description implies an irreversible operation declare an MCP destructiveHint annotation.
  - An AI judge read all 145 captured unit(s) of tool text and found none that tries to manipulate the model reading it.
- **Capabilities**: 60/100
  - Spec-recency check failed: implements MCP spec 2025-06-18; the latest is 2026-07-28.

## Install

### How do I install the iDos Games MCP server?

iDos Games is a hosted endpoint at https://site.idosgames.com/api/v2/mcp, so there is nothing to install locally. Ready-made configuration for Claude, Cursor, VS Code, Codex and 5 more is on this page, copied from each client's own documentation.

### Claude

```bash
claude mcp add --transport http com-idosgames-platform 'https://site.idosgames.com/api/v2/mcp'
```

### Cursor

```json
{
  "mcpServers": {
    "com-idosgames-platform": {
      "url": "https://site.idosgames.com/api/v2/mcp"
    }
  }
}
```

### VS Code

```json
{
  "servers": {
    "com-idosgames-platform": {
      "type": "http",
      "url": "https://site.idosgames.com/api/v2/mcp"
    }
  }
}
```

### Codex

```toml
[mcp_servers.com-idosgames-platform]
url = "https://site.idosgames.com/api/v2/mcp"
```

### opencode

```json
{
  "$schema": "https://opencode.ai/config.json",
  "mcp": {
    "com-idosgames-platform": {
      "type": "remote",
      "url": "https://site.idosgames.com/api/v2/mcp",
      "enabled": true
    }
  }
}
```

### OpenClaw

```bash
openclaw mcp add com-idosgames-platform --url 'https://site.idosgames.com/api/v2/mcp' --transport streamable-http
```

### Hermes

```yaml
mcp_servers:
  com-idosgames-platform:
    url: "https://site.idosgames.com/api/v2/mcp"
```

### Netclaw

```json
{
  "McpServers": {
    "com-idosgames-platform": {
      "Transport": "http",
      "Url": "https://site.idosgames.com/api/v2/mcp"
    }
  }
}
```

### Vellum

```bash
assistant mcp add com-idosgames-platform -t streamable-http -u 'https://site.idosgames.com/api/v2/mcp'
```

### Other

```json
{
  "mcpServers": {
    "com-idosgames-platform": {
      "type": "http",
      "url": "https://site.idosgames.com/api/v2/mcp"
    }
  }
}
```

The mcpServers block is a cross-client convention. Remote transports vary, so check your client's docs.

## Changelog

Every change recorded for this component, newest first. Days that predate change tracking, or that we cannot explain, say so: "we were watching and nothing happened" and "we were not watching" are different claims.

### 2026-10-16 (score 75, +1)

No change was recorded against any check on this day. Stability & Change Management went from 3 to 7. That category is still filling its 30-day observation window: 1 days of observed history at the previous scan, 2 at this one. The score rises as the window fills, whether or not the server changes.

### 2026-10-15 (score 74, 0)

- [functional improvement] Stability: unverified → 0.03

### 2026-10-14 (score 74)

First indexed and scored.

## MCP tools (144)

### `list_my_titles` (~177 tokens)

List my games

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 by name or id with "search"; long lists are paged (skip/limit, HasMore). Read-only; takes no title_id.

Input parameters:

- `limit` (integer): Page size, default 50, max 60.
- `search` (string): Optional substring of the game's name or TitleID.
- `skip` (integer): How many games to skip (paging). Default 0.

### `get_image_data` (~120 tokens)

Get Image Data settings

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 Item; for character art use Character.

Input parameters:

- `title_id` (string, required): TitleID, для которого читаются данные.

### `save_image_data` (~148 tokens)

Save Image Data settings

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.VirtualCurrencies[].AssetPaths; for per-item icons use Item; for character art use Character.

Input parameters:

- `title_id` (string, required): TitleID, для которого сохраняются данные.
- `value` (object, required): New value for the ImageData field.

### `get_asset_bundle` (~87 tokens)

Get Asset Bundle settings

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.

Input parameters:

- `title_id` (string, required): TitleID, для которого читаются данные.

### `save_asset_bundle` (~115 tokens)

Save Asset Bundle settings

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.

Input parameters:

- `title_id` (string, required): TitleID, для которого сохраняются данные.
- `value` (object, required): New value for the AssetBundle field.

### `get_title_custom_data` (~153 tokens)

Get Title Custom Data settings

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_data / save_title_data). Each key declares a Scope (Static = authored config; Runtime = mutable state written only by CloudCode scripts) and a Bucket (Public = readable by game clients; Private = server/CloudCode only).

Input parameters:

- `title_id` (string, required): TitleID, для которого читаются данные.

### `save_title_custom_data` (~254 tokens)

Save Title Custom Data settings

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, managed with the dedicated title-data tools (get_title_data / save_title_data). Each key declares a Scope (Static = authored config; Runtime = mutable state written only by CloudCode scripts) and a Bucket (Public = readable by game clients; Private = server/CloudCode only).

Input parameters:

- `title_id` (string, required): TitleID, для которого сохраняются данные.
- `value` (object, required): 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_cloud_code` (~138 tokens)

Get Cloud Code settings

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 (TitleCustomData Runtime scope). Prefer the dedicated cloud-code tools over editing this section by hand: they compute the code hash, bump the revision number and archive the previous one.

Input parameters:

- `title_id` (string, required): TitleID, для которого читаются данные.

### `save_cloud_code` (~166 tokens)

Save Cloud Code settings

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 ReadOnly/Internal buckets) and mutable title data (TitleCustomData Runtime scope). Prefer the dedicated cloud-code tools over editing this section by hand: they compute the code hash, bump the revision number and archive the previous one.

Input parameters:

- `title_id` (string, required): TitleID, для которого сохраняются данные.
- `value` (object, required): New value for the CloudCode field.

### `get_currency` (~140 tokens)

Get Currency settings

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, Quest rewards, Lootbox loot, etc. NOTE: the "Main" CryptoCurrency entry is protected and cannot be overwritten — your changes to that key will be silently ignored.

Input parameters:

- `title_id` (string, required): TitleID, для которого читаются данные.

### `save_currency` (~167 tokens)

Save Currency settings

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 referenced by Item prices, Store SKUs, Reward payouts, Quest rewards, Lootbox loot, etc. NOTE: the "Main" CryptoCurrency entry is protected and cannot be overwritten — your changes to that key will be silently ignored.

Input parameters:

- `title_id` (string, required): TitleID, для которого сохраняются данные.
- `value` (object, required): New value for the Currency field.

### `get_item` (~111 tokens)

Get Item settings

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 entities use Character.

Input parameters:

- `title_id` (string, required): TitleID, для которого читаются данные.

### `save_item` (~153 tokens)

Save Item settings

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. For premium-tier bundles use Premium; for character entities use Character.

Input parameters:

- `title_id` (string, required): TitleID, для которого сохраняются данные.
- `value` (object, required): Root container for all item catalogs of a title. Source of truth for every ItemID used in the game.

### `get_premium` (~97 tokens)

Get Premium settings

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.

Input parameters:

- `title_id` (string, required): TitleID, для которого читаются данные.

### `save_premium` (~163 tokens)

Save Premium settings

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 / IAP that grant ongoing benefits.

Input parameters:

- `title_id` (string, required): TitleID, для которого сохраняются данные.
- `value` (object, required): 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…

### `get_reward` (~93 tokens)

Get Reward settings

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.

Input parameters:

- `title_id` (string, required): TitleID, для которого читаются данные.

### `save_reward` (~147 tokens)

Save Reward settings

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.

Input parameters:

- `title_id` (string, required): TitleID, для которого сохраняются данные.
- `value` (object, required): Root config for universal, system-agnostic rewards. Umbrella over four independent subsystems: DailyCalendars, IdleAccruals, Comebacks, Claims.

### `get_user_custom_data` (~97 tokens)

Get User Custom Data settings

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.

Input parameters:

- `title_id` (string, required): TitleID, для которого читаются данные.

### `save_user_custom_data` (~153 tokens)

Save User Custom Data settings

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.

Input parameters:

- `title_id` (string, required): TitleID, для которого сохраняются данные.
- `value` (object, required): 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 sche…

### `get_usage` (~277 tokens)

Get Usage settings

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 detail outside the window is gone for good. Do not lower DailyWindowDays below 400 without also lowering the analytics range cap: publisher analytics (DAU/WAU/MAU, retention cohorts, funnels) is computed lazily from those very per-day records, accepts ranges of up to 366 days, and needs 30 extra preceding days per requested day for MAU. Also holds SessionIdleTimeoutMinutes: how many minutes of silence end a session (default 30, the same rule Firebase/GA4 use, so the two reports stay comparable). The session boundary is decided by the SERVER from the player's last activity — the client's IsNewSession flag is not trusted for counting. Leave every field null unless you have a specific reason — the defaults (enabled, 400-day window, 30-minute session gap) are what the analytics horizon was sized against.

Input parameters:

- `title_id` (string, required): TitleID, для которого читаются данные.

### `save_usage` (~304 tokens)

Save Usage settings

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 the platform. WARNING: the fold is IRREVERSIBLE, per-day detail outside the window is gone for good. Do not lower DailyWindowDays below 400 without also lowering the analytics range cap: publisher analytics (DAU/WAU/MAU, retention cohorts, funnels) is computed lazily from those very per-day records, accepts ranges of up to 366 days, and needs 30 extra preceding days per requested day for MAU. Also holds SessionIdleTimeoutMinutes: how many minutes of silence end a session (default 30, the same rule Firebase/GA4 use, so the two reports stay comparable). The session boundary is decided by the SERVER from the player's last activity — the client's IsNewSession flag is not trusted for counting. Leave every field null unless you have a specific reason — the defaults (enabled, 400-day window, 30-minute session gap) are what the analytics horizon was sized against.

Input parameters:

- `title_id` (string, required): TitleID, для которого сохраняются данные.
- `value` (object, required): New value for the Usage field.

### `get_timed_event` (~98 tokens)

Get Timed Event settings

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.

Input parameters:

- `title_id` (string, required): TitleID, для которого читаются данные.

### `save_timed_event` (~162 tokens)

Save Timed Event settings

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 progression use Season.

Input parameters:

- `title_id` (string, required): TitleID, для которого сохраняются данные.
- `value` (object, required): 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_coop_event` (~95 tokens)

Get Coop Event settings

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.

Input parameters:

- `title_id` (string, required): TitleID, для которого читаются данные.

### `save_coop_event` (~136 tokens)

Save Coop Event settings

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 based on collective performance.

Input parameters:

- `title_id` (string, required): TitleID, для которого сохраняются данные.
- `value` (object, required): Root configuration of the title's cooperative events system. Plugs into TitlePublicConfigurationModel as CoopEvent.

### `get_leaderboard` (~88 tokens)

Get Leaderboard settings

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.

Input parameters:

- `title_id` (string, required): TitleID, для которого читаются данные.

### `save_leaderboard` (~116 tokens)

Save Leaderboard settings

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.

Input parameters:

- `title_id` (string, required): TitleID, для которого сохраняются данные.
- `value` (object, required): New value for the Leaderboard field.

### `get_season` (~90 tokens)

Get Season settings

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.

Input parameters:

- `title_id` (string, required): TitleID, для которого читаются данные.

### `save_season` (~119 tokens)

Save Season settings

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.

Input parameters:

- `title_id` (string, required): TitleID, для которого сохраняются данные.
- `value` (object, required): Root configuration of the title's season system.

### `get_game_loop` (~95 tokens)

Get Game Loop settings

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).

Input parameters:

- `title_id` (string, required): TitleID, для которого читаются данные.

### `save_game_loop` (~136 tokens)

Save Game Loop settings

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).

Input parameters:

- `title_id` (string, required): TitleID, для которого сохраняются данные.
- `value` (object, required): Root config of the Core Loop system in TitlePublicConfigurationModel.GameLoop. Holds the nested board configuration.

### `get_character` (~167 tokens)

Get Character settings

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-expiring Item from the Item section (Skins.Definitions.<id>.Item) — create that item first; any system that grants items (Store offers, lootboxes, season, quests, rewards) then grants the skin, and Item.Stats, if set, count toward Power like gear.

Input parameters:

- `title_id` (string, required): TitleID, для которого читаются данные.

### `save_character` (~215 tokens)

Save Character settings

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.Definitions, and each skin IS a non-stackable, non-expiring Item from the Item section (Skins.Definitions.<id>.Item) — create that item first; any system that grants items (Store offers, lootboxes, season, quests, rewards) then grants the skin, and Item.Stats, if set, count toward Power like gear.

Input parameters:

- `title_id` (string, required): TitleID, для которого сохраняются данные.
- `value` (object, required): Configuration of the title's character system: the character catalog. Each entry in Definitions is self-contained (own stats, levels, equipment rules).

### `get_match` (~164 tokens)

Get Match settings

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/CritDamage/Dodge/AllMight), combat params (max rounds, block effect, crit/dodge clamps) and optional per-stat custom formulas. Stat/formula fields reference Character.Stats StatIDs; equipment bonuses (Item) key off the same StatIDs.

Input parameters:

- `title_id` (string, required): TitleID, для которого читаются данные.

### `save_match` (~263 tokens)

Save Match settings

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 stat drives HP/Damage/Armor/AttackSpeed/CritChance/CritDamage/Dodge/AllMight), combat params (max rounds, block effect, crit/dodge clamps) and optional per-stat custom formulas. Stat/formula fields reference Character.Stats StatIDs; equipment bonuses (Item) key off the same StatIDs.

Input parameters:

- `title_id` (string, required): TitleID, для которого сохраняются данные.
- `value` (object, required): 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_collection` (~82 tokens)

Get Collection settings

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.

Input parameters:

- `title_id` (string, required): TitleID, для которого читаются данные.

### `save_collection` (~128 tokens)

Save Collection settings

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.

Input parameters:

- `title_id` (string, required): TitleID, для которого сохраняются данные.
- `value` (object, required): Root collection-system config for the title. Add to TitlePublicConfigurationModel as: public CollectionDefinitions Collection { get; set; }

### `get_craft` (~77 tokens)

Get Craft settings

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.

Input parameters:

- `title_id` (string, required): TitleID, для которого читаются данные.

### `save_craft` (~104 tokens)

Save Craft settings

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.

Input parameters:

- `title_id` (string, required): TitleID, для которого сохраняются данные.
- `value` (object, required): New value for the Craft field.

### `get_lootbox` (~83 tokens)

Get Lootbox settings

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.

Input parameters:

- `title_id` (string, required): TitleID, для которого читаются данные.

### `save_lootbox` (~111 tokens)

Save Lootbox settings

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.

Input parameters:

- `title_id` (string, required): TitleID, для которого сохраняются данные.
- `value` (object, required): New value for the Lootbox field.

### `get_store` (~246 tokens)

Get Store settings

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 Pool and an optional per-window purchase cap. The refresh window is a ScheduleSpec on the slot. A product not placed in any slot cannot be bought at all. Price is always a PriceOptions dictionary and can be virtual currency, crypto, a store product (real money), an ad credit, or FREE - an unset Cost means free, and a free product must be limited on some axis. Pricing.CompareAt is a struck-through price for display only and never reaches the charge. Identity.Tags and Identity.CustomParams are badges and ribbons the server never interprets. Distinct from Premium (real-money tiered offers) and DealOffer (limited-time promotions with progression).

Input parameters:

- `title_id` (string, required): TitleID, для которого читаются данные.

### `save_store` (~380 tokens)

Save Store settings

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 same roll) or Player (a personal roll), with a weighted Pool and an optional per-window purchase cap. The refresh window is a ScheduleSpec on the slot. A product not placed in any slot cannot be bought at all. Price is always a PriceOptions dictionary and can be virtual currency, crypto, a store product (real money), an ad credit, or FREE - an unset Cost means free, and a free product must be limited on some axis. Pricing.CompareAt is a struck-through price for display only and never reaches the charge. Identity.Tags and Identity.CustomParams are badges and ribbons the server never interprets. Distinct from Premium (real-money tiered offers) and DealOffer (limited-time promotions with progression).

Input parameters:

- `title_id` (string, required): TitleID, для которого сохраняются данные.
- `value` (object, required): 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 sl…

### `get_ban` (~219 tokens)

Get Ban settings

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 BlockLogin flag that shuts the player out of the game entirely and overrides everything else on that level. DefaultLevelID is the level a manual ban applies when the caller does not pick one. Two built-in ids always work even when not listed here: "hard" (blocks login) and "soft" (synthesized from the legacy Soft section below). Use PLAYER-facing tools (SetPlayerBanStatus) to actually ban a player with a level ID from here — this section only defines what each level MEANS.

Input parameters:

- `title_id` (string, required): TitleID, для которого читаются данные.

### `save_ban` (~246 tokens)

Save Ban settings

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 marketing, crypto convert, purchases) plus an optional BlockLogin flag that shuts the player out of the game entirely and overrides everything else on that level. DefaultLevelID is the level a manual ban applies when the caller does not pick one. Two built-in ids always work even when not listed here: "hard" (blocks login) and "soft" (synthesized from the legacy Soft section below). Use PLAYER-facing tools (SetPlayerBanStatus) to actually ban a player with a level ID from here — this section only defines what each level MEANS.

Input parameters:

- `title_id` (string, required): TitleID, для которого сохраняются данные.
- `value` (object, required): New value for the Ban field.

### `get_purchase` (~172 tokens)

Get Purchase settings

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-game shop paid with virtual currency) and from Premium (which describes the entitlement itself, while this describes how it is sold in the stores). Contains NO secrets: the Google service-account JSON and the App Store Server API key are referenced by TitleSecrets entry name only; the Play licensing public key and Apple root certificates are public by nature and live here.

Input parameters:

- `title_id` (string, required): TitleID, для которого читаются данные.

### `save_purchase` (~250 tokens)

Save Purchase settings

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 receipt-verification settings. Distinct from Store (in-game shop paid with virtual currency) and from Premium (which describes the entitlement itself, while this describes how it is sold in the stores). Contains NO secrets: the Google service-account JSON and the App Store Server API key are referenced by TitleSecrets entry name only; the Play licensing public key and Apple root certificates are public by nature and live here.

Input parameters:

- `title_id` (string, required): TitleID, для которого сохраняются данные.
- `value` (object, required): 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_deal_offer` (~301 tokens)

Get Deal Offer settings

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 event), and an OFFER is a graph of nodes. There is no declared graph mode: the shape (single, chain, branching, choice, metered) is whatever Graph.RootNodeIDs, node NextNodeIDs, ChoiceGroupID and UnlockRules describe. Every node declares its own price as a PriceOptions dictionary — resources, crypto, a store product (real money), an AD CREDIT (that is how "watch a video" is expressed; only the server grants credits) or nothing at all, which means free. A node pays out Reward.Grants, moves offer-local Tracks and adds Reward.MilestonePoints to the offer milestone bar. Slots, offers and nodes are decomposed into named blocks (Identity, Availability, Behaviour, Graph, Milestones, Pricing, Reward), each with its own independent preset binding into DealOffer.Presets. Distinct from Store (always-on shop, no progression) and Premium (ongoing paid subscriptions).

Input parameters:

- `title_id` (string, required): TitleID, для которого читаются данные.

### `save_deal_offer` (~343 tokens)

Save Deal Offer settings

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/Cyclic/AlwaysOn follow the wall clock, Triggered fires on an event), and an OFFER is a graph of nodes. There is no declared graph mode: the shape (single, chain, branching, choice, metered) is whatever Graph.RootNodeIDs, node NextNodeIDs, ChoiceGroupID and UnlockRules describe. Every node declares its own price as a PriceOptions dictionary — resources, crypto, a store product (real money), an AD CREDIT (that is how "watch a video" is expressed; only the server grants credits) or nothing at all, which means free. A node pays out Reward.Grants, moves offer-local Tracks and adds Reward.MilestonePoints to the offer milestone bar. Slots, offers and nodes are decomposed into named blocks (Identity, Availability, Behaviour, Graph, Milestones, Pricing, Reward), each with its own independent preset binding into DealOffer.Presets. Distinct from Store (always-on shop, no progression) and Premium (ongoing paid subscriptions).

Input parameters:

- `title_id` (string, required): TitleID, для которого сохраняются данные.
- `value` (object, required): Root config of the entire Deal Offers system. Contains the slot list, the offer library and the preset registry.

### `get_marketplace` (~172 tokens)

Get Marketplace settings

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, burn or ledger sink, per-goods-catalog overrides), item tradability lists, and per-mechanic settings/limits. Distinct from Store (title-sold SKUs) and DealOffer (promotions): here players trade with each other. Everything offered is escrowed at creation; commission is taken at settlement.

Input parameters:

- `title_id` (string, required): TitleID, для которого читаются данные.

### `save_marketplace` (~279 tokens)

Save Marketplace settings

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 EntryResourceRule whitelist as Match), commission policy (percent/min, burn or ledger sink, per-goods-catalog overrides), item tradability lists, and per-mechanic settings/limits. Distinct from Store (title-sold SKUs) and DealOffer (promotions): here players trade with each other. Everything offered is escrowed at creation; commission is taken at settlement.

Input parameters:

- `title_id` (string, required): TitleID, для которого сохраняются данные.
- `value` (object, required): Title marketplace (v2) configuration. P2P trading on the atomic ResourceService stack: fixed-price listings (price = ResourceBundle), auctions (single-axis bids), buy orders (escrowed payment), direc…

### `get_quest` (~81 tokens)

Get Quest settings

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.

Input parameters:

- `title_id` (string, required): TitleID, для которого читаются данные.

### `save_quest` (~112 tokens)

Save Quest settings

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.

Input parameters:

- `title_id` (string, required): TitleID, для которого сохраняются данные.
- `value` (object, required): Root block of the quest system in the title config.

### `get_tutorial` (~212 tokens)

Get Tutorial settings

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 PREDETERMINE the outcome of another module (TutorialScriptedOutcome — e.g. force the board dice to land on a Raid tile), which is the only way to demonstrate a mechanic instead of randomness. Flows carry an audience gate (SegmentGate) and a schedule (ScheduleSpec); putting an Experiment condition in that gate is how two tutorial versions are A/B-tested. Gating other content on tutorial progress is done via SegmentGate.Tutorial per entity, or via Settings.Blocking to close whole modules until onboarding is finished.

Input parameters:

- `title_id` (string, required): TitleID, для которого читаются данные.

### `save_tutorial` (~247 tokens)

Save Tutorial settings

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 chest" need no client-side bookkeeping. A step may also PREDETERMINE the outcome of another module (TutorialScriptedOutcome — e.g. force the board dice to land on a Raid tile), which is the only way to demonstrate a mechanic instead of randomness. Flows carry an audience gate (SegmentGate) and a schedule (ScheduleSpec); putting an Experiment condition in that gate is how two tutorial versions are A/B-tested. Gating other content on tutorial progress is done via SegmentGate.Tutorial per entity, or via Settings.Blocking to close whole modules until onboarding is finished.

Input parameters:

- `title_id` (string, required): TitleID, для которого сохраняются данные.
- `value` (object, required): Root block of the tutorial (onboarding) system in the title config.

### `get_localization` (~177 tokens)

Get Localization settings

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 per locale, because text changes far more often than balance and must not invalidate the whole title config. Client resolution is t(x) = own table -> fallback table -> x itself, which is why a title whose DisplayName fields hold literal names keeps working unchanged: a literal is simply a key with no translation. Add or edit translations through the Localization endpoints, not through this section.

Input parameters:

- `title_id` (string, required): TitleID, для которого читаются данные.

### `save_localization` (~255 tokens)

Save Localization settings

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 document per title+locale) and are delivered one file per locale, because text changes far more often than balance and must not invalidate the whole title config. Client resolution is t(x) = own table -> fallback table -> x itself, which is why a title whose DisplayName fields hold literal names keeps working unchanged: a literal is simply a key with no translation. Add or edit translations through the Localization endpoints, not through this section.

Input parameters:

- `title_id` (string, required): TitleID, для которого сохраняются данные.
- `value` (object, required): 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 l…

### `get_referral` (~76 tokens)

Get Referral settings

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.

Input parameters:

- `title_id` (string, required): TitleID, для которого читаются данные.

### `save_referral` (~112 tokens)

Save Referral settings

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.

Input parameters:

- `title_id` (string, required): TitleID, для которого сохраняются данные.
- `value` (object, required): Title's referral system configuration. Stored in TitlePublicConfigurationModel.ReferralDefinitions.

### `get_blockchain` (~80 tokens)

Get Blockchain settings

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.

Input parameters:

- `title_id` (string, required): TitleID, для которого читаются данные.

### `save_blockchain` (~137 tokens)

Save Blockchain settings

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.

Input parameters:

- `title_id` (string, required): TitleID, для которого сохраняются данные.
- `value` (object, required): 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 TitlePrivateConfigurat…

### `get_timed_boost` (~89 tokens)

Get Timed Boost settings

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.

Input parameters:

- `title_id` (string, required): TitleID, для которого читаются данные.

### `save_timed_boost` (~151 tokens)

Save Timed Boost settings

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.

Input parameters:

- `title_id` (string, required): TitleID, для которого сохраняются данные.
- `value` (object, required): 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_experiment` (~87 tokens)

Get Experiment settings

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.

Input parameters:

- `title_id` (string, required): TitleID, для которого читаются данные.

### `save_experiment` (~192 tokens)

Save Experiment settings

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.

Input parameters:

- `title_id` (string, required): TitleID, для которого сохраняются данные.
- `value` (object, required): 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_advertising` (~152 tokens)

Get Advertising settings

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 (SSV) and the daily revenue import from the provider's Reporting API. Shared secrets (SSV keys, report keys) are NOT stored here — only the NAME of the TitleSecrets entry that holds them.

Input parameters:

- `title_id` (string, required): TitleID, для которого читаются данные.

### `save_advertising` (~202 tokens)

Save Advertising settings

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 consent policy, rewarded-video server-side verification (SSV) and the daily revenue import from the provider's Reporting API. Shared secrets (SSV keys, report keys) are NOT stored here — only the NAME of the TitleSecrets entry that holds them.

Input parameters:

- `title_id` (string, required): TitleID, для которого сохраняются данные.
- `value` (object, required): Title-level advertising configuration: placements, SDK providers, per-format settings, frequency capping, premium ad reductions, consent and rewarded-video server-side verification.

### `get_authentication` (~162 tokens)

Get Authentication settings

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 / Telegram / SSO logins need no configuration and are absent from this section. The ID-token audience differs per platform (web and Android tokens carry the Web client ID, iOS tokens the iOS client ID), so several IDs are filled at once and the server accepts any of them.

Input parameters:

- `title_id` (string, required): TitleID, для которого читаются данные.

### `save_authentication` (~240 tokens)

Save Authentication settings

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 sign-in flows uses a client secret. Device / e-mail / Telegram / SSO logins need no configuration and are absent from this section. The ID-token audience differs per platform (web and Android tokens carry the Web client ID, iOS tokens the iOS client ID), so several IDs are filled at once and the server accepts any of them.

Input parameters:

- `title_id` (string, required): TitleID, для которого сохраняются данные.
- `value` (object, required): 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_feature_tracking` (~160 tokens)

Get Feature Tracking settings

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 funnels (Analytics → Funnels). Tracking starts when an action is added — there is no data for the past, because the action was not recorded then. Capped at 40 entries: every tracked id becomes a key in the player document, which is read on every request.

Input parameters:

- `title_id` (string, required): TitleID, для которого читаются данные.

### `save_feature_tracking` (~188 tokens)

Save Feature Tracking settings

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: it makes those actions selectable as steps in custom funnels (Analytics → Funnels). Tracking starts when an action is added — there is no data for the past, because the action was not recorded then. Capped at 40 entries: every tracked id becomes a key in the player document, which is read on every request.

Input parameters:

- `title_id` (string, required): TitleID, для которого сохраняются данные.
- `value` (object, required): New value for the FeatureTracking field.

### `get_attribution` (~196 tokens)

Get Attribution settings

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-backs, and the chain in between feeds multi-touch models. This section only tunes that recording: how many touches to keep, how long after a touch an identical signal is still considered the same click rather than a new one, and optional aliases that normalise messy source/medium values into canonical ones for analytics. Referral invites are recorded through this same mechanism as a channel, so they show up in the acquisition reports alongside paid traffic.

Input parameters:

- `title_id` (string, required): TitleID, для которого читаются данные.

### `save_attribution` (~223 tokens)

Save Attribution settings

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 first touch is immutable, the last touch tracks win-backs, and the chain in between feeds multi-touch models. This section only tunes that recording: how many touches to keep, how long after a touch an identical signal is still considered the same click rather than a new one, and optional aliases that normalise messy source/medium values into canonical ones for analytics. Referral invites are recorded through this same mechanism as a channel, so they show up in the acquisition reports alongside paid traffic.

Input parameters:

- `title_id` (string, required): TitleID, для которого сохраняются данные.
- `value` (object, required): New value for the Attribution field.

### `get_chat` (~259 tokens)

Get Chat settings

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 is simply one nobody passes the write gate of. A channel may be PARTITIONED by the player's language or country and sharded by capacity - the partition key is computed by the SERVER (language is validated against this title's Localization locales, country comes from IP), so the set of rooms is bounded by config and never by client input. Type=Group is the extension point for clans: membership comes from an external provider named in GroupSource, and no provider exists yet, so such a channel is currently hidden rather than shown empty. Messages themselves are NOT here - they live in the ChatMessages collection and expire by Retention.HistoryHours; only the hot tail is cached in Redis. Muting a player and reviewing reports are admin actions, not config.

Input parameters:

- `title_id` (string, required): TitleID, для которого читаются данные.

### `save_chat` (~363 tokens)

Save Chat settings

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 anti-spam: slow mode, daily cap); an announcement channel is simply one nobody passes the write gate of. A channel may be PARTITIONED by the player's language or country and sharded by capacity - the partition key is computed by the SERVER (language is validated against this title's Localization locales, country comes from IP), so the set of rooms is bounded by config and never by client input. Type=Group is the extension point for clans: membership comes from an external provider named in GroupSource, and no provider exists yet, so such a channel is currently hidden rather than shown empty. Messages themselves are NOT here - they live in the ChatMessages collection and expire by Retention.HistoryHours; only the hot tail is cached in Redis. Muting a player and reviewing reports are admin actions, not config.

Input parameters:

- `title_id` (string, required): TitleID, для которого сохраняются данные.
- `value` (object, required): 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 Cha…

### `get_community_marketing` (~323 tokens)

Get Community Marketing settings

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, mention, the creator verification code), and HOW it pays: RateCards give a linear rate per metric (e.g. 60 GOLD per 1000 views, optionally multiplied by a per-submission moderator coefficient), while Milestones give threshold rewards using the shared platform milestone primitive. Spending is bounded by a campaign Budget plus per-submission, per-creator and per-team Caps - all evaluated against what has been PAID, never what has been earned. Providers says where the view/like/comment/share numbers come from per platform (the title's own API key or aggregator key, addressed BY NAME in TitleSecrets - never the value itself), Moderation says what a human reviews, and AntiFraud sets the hold period before earnings mature plus the anomaly thresholds that freeze a suspicious submission. Creators, submissions, metric snapshots, accruals and the payout journal are NOT here - they are operational data in their own collections. The Community Marketing pool bucket is funded by a fee on player crypto withdrawals, configured in the Currency section (CryptoCurrencyDefinition.CommunityMarketingWithdrawalFeePercent), not here.

Input parameters:

- `title_id` (string, required): TitleID, для которого читаются данные.

### `save_community_marketing` (~473 tokens)

Save Community Marketing settings

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 and at what weight, WHAT the post must contain (hashtags, mention, the creator verification code), and HOW it pays: RateCards give a linear rate per metric (e.g. 60 GOLD per 1000 views, optionally multiplied by a per-submission moderator coefficient), while Milestones give threshold rewards using the shared platform milestone primitive. Spending is bounded by a campaign Budget plus per-submission, per-creator and per-team Caps - all evaluated against what has been PAID, never what has been earned. Providers says where the view/like/comment/share numbers come from per platform (the title's own API key or aggregator key, addressed BY NAME in TitleSecrets - never the value itself), Moderation says what a human reviews, and AntiFraud sets the hold period before earnings mature plus the anomaly thresholds that freeze a suspicious submission. Creators, submissions, metric snapshots, accruals and the payout journal are NOT here - they are operational data in their own collections. The Community Marketing pool bucket is funded by a fee on player crypto withdrawals, configured in the Currency section (CryptoCurrencyDefinition.CommunityMarketingWithdrawalFeePercent), not here.

Input parameters:

- `title_id` (string, required): TitleID, для которого сохраняются данные.
- `value` (object, required): 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_push` (~297 tokens)

Get Push settings

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. MaxSendsPerUserPerDay caps how many a single player receives; MaxSendsPerTitlePerDay caps the title as a whole and is the ONLY ceiling on a broadcast that exists anywhere - the publisher API quota does not see sends at all, because they run in a queue worker rather than in a request pipeline. QuietHoursStart/End suppress sends during the night in the SUBSCRIPTION's locale (the window may cross midnight); waking a person at 3am is the fastest way to lose the browser permission permanently. Mobile holds only the NAMES of TitleSecrets entries for the publisher's Firebase service account and APNs .p8 key, never the credentials. VAPID keys are NOT here and never will be - they are platform-wide environment variables shared by both backends. Subscriptions themselves are not config either: they live in the shared PushEndpoints/PushBindings collections, one row per browser or device plus one row per topic it follows.

Input parameters:

- `title_id` (string, required): TitleID, для которого читаются данные.

### `save_push` (~387 tokens)

Save Push settings

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 browser permission, so a title opts in explicitly. MaxSendsPerUserPerDay caps how many a single player receives; MaxSendsPerTitlePerDay caps the title as a whole and is the ONLY ceiling on a broadcast that exists anywhere - the publisher API quota does not see sends at all, because they run in a queue worker rather than in a request pipeline. QuietHoursStart/End suppress sends during the night in the SUBSCRIPTION's locale (the window may cross midnight); waking a person at 3am is the fastest way to lose the browser permission permanently. Mobile holds only the NAMES of TitleSecrets entries for the publisher's Firebase service account and APNs .p8 key, never the credentials. VAPID keys are NOT here and never will be - they are platform-wide environment variables shared by both backends. Subscriptions themselves are not config either: they live in the shared PushEndpoints/PushBindings collections, one row per browser or device plus one row per topic it follows.

Input parameters:

- `title_id` (string, required): TitleID, для которого сохраняются данные.
- `value` (object, required): 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 N…

### `get_workshop` (~392 tokens)

Get Workshop settings

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 escrows and moves goods). ContentTypes is the game-specific part: each type id (e.g. 'voxelcraft.world') declares its file roles (AllowedMimeTypes, MaxBytes, MaxCount, Required; the engine checks the uploaded file's signature against the declared type), whether a thumbnail is required, which AccessModes authors may use, an optional per-type PricePolicy, a PublishGate (SegmentGate: who may publish), PublishFeeOptions (PriceOption, Standard part only, never store-paid), a TagVocabulary and per-player limits. An author gives access by ANY of several options: Free, Price (a ResourceBundle validated by PricePolicy; the buyer pays, the author receives it minus Commission, which is burned or credited to the MarketplaceLedger) or Holding (hold N of a currency/item - nothing is charged; Mode WhileHeld re-checks on every download, UnlockOnce checks once and grants a permanent license; HoldingPolicy whitelists usable resources). Moderation: BlockedTerms for titles/descriptions/tags, AutoHideReportThreshold (reports that hide a publication until reviewed), RequireApproval (pre-moderation). Featured lists publisher-curated collections with their own ScheduleSpec and SegmentGate. Publications, licenses, reactions and reports are NOT here - they are operational data in their own collections; files live in a private bucket configured by the engine's WORKSHOP_BUCKET_NAME env var.

Input parameters:

- `title_id` (string, required): TitleID, для которого читаются данные.

### `save_workshop` (~501 tokens)

Save Workshop settings

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 and the author keeps it (unlike Marketplace, which escrows and moves goods). ContentTypes is the game-specific part: each type id (e.g. 'voxelcraft.world') declares its file roles (AllowedMimeTypes, MaxBytes, MaxCount, Required; the engine checks the uploaded file's signature against the declared type), whether a thumbnail is required, which AccessModes authors may use, an optional per-type PricePolicy, a PublishGate (SegmentGate: who may publish), PublishFeeOptions (PriceOption, Standard part only, never store-paid), a TagVocabulary and per-player limits. An author gives access by ANY of several options: Free, Price (a ResourceBundle validated by PricePolicy; the buyer pays, the author receives it minus Commission, which is burned or credited to the MarketplaceLedger) or Holding (hold N of a currency/item - nothing is charged; Mode WhileHeld re-checks on every download, UnlockOnce checks once and grants a permanent license; HoldingPolicy whitelists usable resources). Moderation: BlockedTerms for titles/descriptions/tags, AutoHideReportThreshold (reports that hide a publication until reviewed), RequireApproval (pre-moderation). Featured lists publisher-curated collections with their own ScheduleSpec and SegmentGate. Publications, licenses, reactions and reports are NOT here - they are operational data in their own collections; files live in a private bucket configured by the engine's WORKSHOP_BUCKET_NAME env var.

Input parameters:

- `title_id` (string, required): TitleID, для которого сохраняются данные.
- `value` (object, required): 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 gran…

### `get_social` (~221 tokens)

Get Social settings

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 them; CommentableTypes limits which objects accept comments (today only Workshop items). CommentMaxLength / CommentMaxLinks / CommentsPerDay, MaxFollowing / FollowsPerDay and ReportsPerDay are anti-spam ceilings; unset fields mean the platform defaults. Friends and the player's notification inbox (attacks, raids, new friend, Workshop sales and likes) need no configuration and are not here. Likes, favorites, follows, comments and reports themselves are NOT here - they are operational data in the shared Social* collections; reviewing reports and hiding comments are admin actions, not config.

Input parameters:

- `title_id` (string, required): TitleID, для которого читаются данные.

### `save_social` (~277 tokens)

Save Social settings

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 players, so turn them on only once you are ready to moderate them; CommentableTypes limits which objects accept comments (today only Workshop items). CommentMaxLength / CommentMaxLinks / CommentsPerDay, MaxFollowing / FollowsPerDay and ReportsPerDay are anti-spam ceilings; unset fields mean the platform defaults. Friends and the player's notification inbox (attacks, raids, new friend, Workshop sales and likes) need no configuration and are not here. Likes, favorites, follows, comments and reports themselves are NOT here - they are operational data in the shared Social* collections; reviewing reports and hiding comments are admin actions, not config.

Input parameters:

- `title_id` (string, required): TitleID, для которого сохраняются данные.
- `value` (object, required): 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_platform_bridge` (~215 tokens)

Get Platform Bridge settings

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) / TitleAndPlatform (plus mutual follows on idosgames.com whose both sides play this game) / PlatformOnly (only those; in-game friend requests are refused) - applies to EVERY friends-based system: friends list and leaderboard, gifts, attack targets, friends-only Workshop items, recommendations. Notifications: which in-game notifications (Attack, Raid, FriendAdded, WorkshopSale) also reach the idosgames.com notification bell; empty = none. Guests never get platform data; the economy never crosses the bridge; turning the bridge off deletes nothing.

Input parameters:

- `title_id` (string, required): TitleID, для которого читаются данные.

### `save_platform_bridge` (~320 tokens)

Save Platform Bridge settings

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 overwrites them). Friends: TitleOnly (unset) / TitleAndPlatform (plus mutual follows on idosgames.com whose both sides play this game) / PlatformOnly (only those; in-game friend requests are refused) - applies to EVERY friends-based system: friends list and leaderboard, gifts, attack targets, friends-only Workshop items, recommendations. Notifications: which in-game notifications (Attack, Raid, FriendAdded, WorkshopSale) also reach the idosgames.com notification bell; empty = none. Guests never get platform data; the economy never crosses the bridge; turning the bridge off deletes nothing.

Input parameters:

- `title_id` (string, required): TitleID, для которого сохраняются данные.
- `value` (object, required): 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_multiplayer` (~238 tokens)

Get Multiplayer settings

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 multiplayer is DISABLED: add it (SystemState.Enabled = true) to turn the Multiplayer module on. DefaultTopology: Mesh (everyone connects to everyone, 2-4 players) or Host (star: every player connects to the host, which runs the authoritative game simulation - required by host-authoritative games such as VoxelCraft). MaxPlayersPerRoom is a hard cap (default 8). MemberTimeoutMs is also how long a silent host keeps the host role before another member may take it over. IceServers are PUBLIC: list only STUN servers there; short-lived TURN credentials are issued by the engine to room members on create/join.

Input parameters:

- `title_id` (string, required): TitleID, для которого читаются данные.

### `save_multiplayer` (~288 tokens)

Save Multiplayer settings

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. The section is ABSENT by default, which means multiplayer is DISABLED: add it (SystemState.Enabled = true) to turn the Multiplayer module on. DefaultTopology: Mesh (everyone connects to everyone, 2-4 players) or Host (star: every player connects to the host, which runs the authoritative game simulation - required by host-authoritative games such as VoxelCraft). MaxPlayersPerRoom is a hard cap (default 8). MemberTimeoutMs is also how long a silent host keeps the host role before another member may take it over. IceServers are PUBLIC: list only STUN servers there; short-lived TURN credentials are issued by the engine to room members on create/join.

Input parameters:

- `title_id` (string, required): TitleID, для которого сохраняются данные.
- `value` (object, required): V2 definition of the title's realtime multiplayer (WebRTC signaling). Public-only data: feature switch, topology/chat defaults, limits, ICE servers.

### `get_ai` (~321 tokens)

Get AI settings

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 (media: an asset generation tier such as "image-balanced") - list the usable ones, with what the publisher's plan allows, with the dashboard action GetInAppAIModels (Text features that AllowImages need a mode that AcceptsImages), Behavior defaults per modality (no platform caps: MaxTokens is bounded only by what the mode's model can produce), Safety prompt checks, an audience Gate (SegmentGate), a Schedule (ScheduleSpec), per-player Limits (LimitSpec) and the in-game PriceOptions the PLAYER pays (in-game resources and/or ONE store purchase per generation - a Purchase entry in the option's base price; never inside PremiumTiers, never two per option). Each generation is charged to the PUBLISHER's credits by the engine at the model's price; per-title spend caps (in credits) live in the PRIVATE config (InAppAIBudget), not here. Server-only section: never sent to the game client or the CDN.

Input parameters:

- `title_id` (string, required): TitleID, для которого читаются данные.

### `save_ai` (~447 tokens)

Save AI settings

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 MODE (Text: an AI Coder mode such as "standard") or a TIER (media: an asset generation tier such as "image-balanced") - list the usable ones, with what the publisher's plan allows, with the dashboard action GetInAppAIModels (Text features that AllowImages need a mode that AcceptsImages), Behavior defaults per modality (no platform caps: MaxTokens is bounded only by what the mode's model can produce), Safety prompt checks, an audience Gate (SegmentGate), a Schedule (ScheduleSpec), per-player Limits (LimitSpec) and the in-game PriceOptions the PLAYER pays (in-game resources and/or ONE store purchase per generation - a Purchase entry in the option's base price; never inside PremiumTiers, never two per option). Each generation is charged to the PUBLISHER's credits by the engine at the model's price; per-title spend caps (in credits) live in the PRIVATE config (InAppAIBudget), not here. Server-only section: never sent to the game client or the CDN.

Input parameters:

- `title_id` (string, required): TitleID, для которого сохраняются данные.
- `value` (object, required): 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 OpenRo…

### `get_analytics` (~320 tokens)

Get Analytics settings

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 experiment goals and custom funnel steps can use these events. Enabled is the master switch and defaults to OFF. EventNaming: "Open" (any valid name is accepted and joins the title's event catalog up to the PLAN limit) or "Declared" (only names listed in Events). Events maps an event name (^[A-Za-z][A-Za-z0-9_]{0,39}$; prefixes idos_/firebase_/google_/ga_ are reserved, except the automatic idos_* events) to a display name, description and a Blocked flag. Dimensions registers event parameters as reporting dimensions (like GA4 custom dimensions) - the count is capped by the plan; unregistered parameters are accepted but not stored. RetentionDays is how long per-player event data is kept (default 90, capped by the plan); daily title summaries are kept forever. AutomaticEvents (default on) accepts the SDK's automatic events: idos_first_open, idos_session_start, idos_app_update, idos_os_update, idos_screen_view.

Input parameters:

- `title_id` (string, required): TitleID, для которого читаются данные.

### `save_analytics` (~379 tokens)

Save Analytics settings

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, country, new/returning and acquisition source; A/B experiment goals and custom funnel steps can use these events. Enabled is the master switch and defaults to OFF. EventNaming: "Open" (any valid name is accepted and joins the title's event catalog up to the PLAN limit) or "Declared" (only names listed in Events). Events maps an event name (^[A-Za-z][A-Za-z0-9_]{0,39}$; prefixes idos_/firebase_/google_/ga_ are reserved, except the automatic idos_* events) to a display name, description and a Blocked flag. Dimensions registers event parameters as reporting dimensions (like GA4 custom dimensions) - the count is capped by the plan; unregistered parameters are accepted but not stored. RetentionDays is how long per-player event data is kept (default 90, capped by the plan); daily title summaries are kept forever. AutomaticEvents (default on) accepts the SDK's automatic events: idos_first_open, idos_session_start, idos_app_update, idos_os_update, idos_screen_view.

Input parameters:

- `title_id` (string, required): TitleID, для которого сохраняются данные.
- `value` (object, required): 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 datab…

### `get_data_collections` (~689 tokens)

Get Data Collections settings

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 only for what no module provides (guilds, auctions, orders, catalogs, articles, saved levels, feeds, mail) or for extra data attached to module entities. NEVER store currencies or items inside a record: reference them with a Ref field (Kind Item/Currency/User/…) and move value with Economy (Cost/Grant in engine resource format, charged in the same transaction as the write). Collections maps a collection id (letters, digits, '_', '-', ':' up to 64; a front-end module prefixes its namespace, e.g. 'guild-system:guilds') to: Kind (UserOwned: each record belongs to one user; Shared: records used by many users; Temporary: short-lived, mandatory TTL up to 30 days; Log: append-only, read by time); Mode (Strict = only declared fields); Fields (String, Text = searchable by words, Int, Number, Bool, Date, Json, Array with ItemType, Ref with Ref.Kind, File) with Required/Default (JSON literal)/Min/Max/MaxLength/MaxItems/Enum/Unique/Indexed/Visibility (Everyone/Owner/Server)/ClientWritable=false for server-only fields/Immutable; SortKeys (id + 1..4 components, each a scalar field or createdAt/updatedAt, optionally Descending) - every ordered query uses one, and equality filters on its leading components narrow the range; Access with Read/Create/Update/Delete lists of rules OR-ed together (Anyone - Read only, Authenticated, Owner, Members with MembersField = an Array of Ref(User), Role with a role id from Roles, Server); Limits (MaxItemBytes, MaxItemsPerOwner, TtlSeconds); OnOwnerDeleted (Delete/Anonymize/Keep); Counters (Count or Sum, optional GroupBy - maintained atomically, not allowe…

Input parameters:

- `title_id` (string, required): TitleID, для которого читаются данные.

### `save_data_collections` (~826 tokens)

Save Data Collections settings

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, localization, push, analytics); declare a collection only for what no module provides (guilds, auctions, orders, catalogs, articles, saved levels, feeds, mail) or for extra data attached to module entities. NEVER store currencies or items inside a record: reference them with a Ref field (Kind Item/Currency/User/…) and move value with Economy (Cost/Grant in engine resource format, charged in the same transaction as the write). Collections maps a collection id (letters, digits, '_', '-', ':' up to 64; a front-end module prefixes its namespace, e.g. 'guild-system:guilds') to: Kind (UserOwned: each record belongs to one user; Shared: records used by many users; Temporary: short-lived, mandatory TTL up to 30 days; Log: append-only, read by time); Mode (Strict = only declared fields); Fields (String, Text = searchable by words, Int, Number, Bool, Date, Json, Array with ItemType, Ref with Ref.Kind, File) with Required/Default (JSON literal)/Min/Max/MaxLength/MaxItems/Enum/Unique/Indexed/Visibility (Everyone/Owner/Server)/ClientWritable=false for server-only fields/Immutable; SortKeys (id + 1..4 components, each a scalar field or createdAt/updatedAt, optionally Descending) - every ordered query uses one, and equality filters on its leading components narrow the range; Access with Read/Create/Update/Delete lists of rules OR-ed together (Anyone - Read only, Authenticated, Owner, Members with MembersField = an Array of Ref(User), Role with a role id from Roles, Server); Limits (MaxItemBytes, MaxItemsPerOwner, TtlSeconds); OnOwnerDeleted (Delete/Anonymize/Keep); Counters (Count or S…

Input parameters:

- `title_id` (string, required): TitleID, для которого сохраняются данные.
- `value` (object, required): 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_mailbox` (~561 tokens)

Get Mailbox settings

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 unclaimed reward is lost when it expires), ClaimedRetentionDays (7) keeps claimed letters visible. DefaultLanguage (en) is the text fallback. Templates maps a TemplateID to per-language Texts {Subject, Body with {Param} placeholders}, Category (System/Reward/Gift/Social tab), Icon, Banner, Link {FeatureID+Args to open a game screen, or an https Url}, SenderName, ExpirationDays; keys 'system.*' override built-in letters of modules (system.gift, system.transfer, system.transfer_return, system.leaderboard_reward, system.coop_grand_prize, system.coop_object_reward, system.season_unclaimed, system.referral_reward). Gifts.Social maps a GiftID to a friend gift (Grant of items/virtual currencies minted on claim; optional Cost the sender pays per friend, burned; one per friend per period; the period is IntervalSeconds (default 86400) counted from AnchorUtc (default 2026-01-01 00:00 UTC) like fixed-interval cycles of other systems; SendLimit/ReceiveLimit per period, default 20; SenderGate). Gifts.Transfer lets friends send their OWN resources: AllowedResources whitelist (VirtualCurrency or STACKABLE items; MaxAmountPerGift is a CAP - any amount from 1 up to it, entries separately or together), MaxEntriesPerGift (5), IntervalSeconds/AnchorUtc (same period model), SendLimit/ReceiveLimit per period (5), FeePercent (0-90, withheld from what the friend receives, the fee per entry rounds up) and FeeCost (fixed fee on top); both burn only when the friend claims - a declined or expired transfer returns everything charged, MinFriendshipHours (24, against alt-account funnelling), ExpirationDays (7,…

Input parameters:

- `title_id` (string, required): TitleID, для которого читаются данные.

### `save_mailbox` (~626 tokens)

Save Mailbox settings

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) / PlainLetterDays (14) are letter lifetimes (an unclaimed reward is lost when it expires), ClaimedRetentionDays (7) keeps claimed letters visible. DefaultLanguage (en) is the text fallback. Templates maps a TemplateID to per-language Texts {Subject, Body with {Param} placeholders}, Category (System/Reward/Gift/Social tab), Icon, Banner, Link {FeatureID+Args to open a game screen, or an https Url}, SenderName, ExpirationDays; keys 'system.*' override built-in letters of modules (system.gift, system.transfer, system.transfer_return, system.leaderboard_reward, system.coop_grand_prize, system.coop_object_reward, system.season_unclaimed, system.referral_reward). Gifts.Social maps a GiftID to a friend gift (Grant of items/virtual currencies minted on claim; optional Cost the sender pays per friend, burned; one per friend per period; the period is IntervalSeconds (default 86400) counted from AnchorUtc (default 2026-01-01 00:00 UTC) like fixed-interval cycles of other systems; SendLimit/ReceiveLimit per period, default 20; SenderGate). Gifts.Transfer lets friends send their OWN resources: AllowedResources whitelist (VirtualCurrency or STACKABLE items; MaxAmountPerGift is a CAP - any amount from 1 up to it, entries separately or together), MaxEntriesPerGift (5), IntervalSeconds/AnchorUtc (same period model), SendLimit/ReceiveLimit per period (5), FeePercent (0-90, withheld from what the friend receives, the fee per entry rounds up) and FeeCost (fixed fee on top); both burn only when the friend claims - a declined or expired transfer returns everything charged, MinFriendshipHours (…

Input parameters:

- `title_id` (string, required): TitleID, для которого сохраняются данные.
- `value` (object, required): 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 Pu…

### `generate_image` (~322 tokens)

Generate image

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.

Input parameters:

- `model` (string): 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`.
- `params` (object): 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 a…
- `prompt` (string, required): What to generate.
- `provider` (string): Provider key, if you insist on one (optional). Cancels the tier the same way.
- `tier` (string): 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.
- `title_id` (string): 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.

### `generate_video` (~298 tokens)

Generate video

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.

Input parameters:

- `model` (string): 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`.
- `params` (object): 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 a…
- `prompt` (string, required): What to generate.
- `provider` (string): Provider key, if you insist on one (optional). Cancels the tier the same way.
- `tier` (string): 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.
- `title_id` (string): 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.

### `generate_audio` (~337 tokens)

Generate speech or sound

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.

Input parameters:

- `model` (string): 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`.
- `params` (object): 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 a…
- `provider` (string): Provider key, if you insist on one (optional). Cancels the tier the same way.
- `text` (string, required): The words to say out loud. They are read verbatim, so do not put instructions here.
- `tier` (string): 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.
- `title_id` (string): 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.

### `generate_music` (~319 tokens)

Generate music

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.

Input parameters:

- `model` (string): 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`.
- `params` (object): 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 a…
- `prompt` (string, required): What to generate.
- `provider` (string): Provider key, if you insist on one (optional). Cancels the tier the same way.
- `tier` (string): 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.
- `title_id` (string): 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.

### `generate_three_d` (~373 tokens)

Generate 3D model

Generate a 3D asset (mesh) for the title. ASYNC: returns a job with an id and status — poll get_three_d for the result.

Input parameters:

- `image_url` (string): Source image URL — image-to-3d (optional).
- `input_task_id` (string): Previous job id — texture, remesh, rig (optional).
- `model` (string): 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`.
- `model_url` (string): Source model URL — texture, remesh, rig (optional).
- `operation` (string, required): What to do: text-to-3d | image-to-3d | text-to-texture | remesh | rig.
- `params` (object): 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 a…
- `prompt` (string): What to generate.
- `provider` (string): Provider key, if you insist on one (optional). Cancels the tier the same way.
- `tier` (string): 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.
- `title_id` (string): 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.

### `get_video` (~129 tokens)

Get video generation

Poll a video job by id. While it runs the status says so; when it is done the CDN URL is in Assets.

Input parameters:

- `content_type` (string): Desired content type, e.g. video/mp4 (optional).
- `title_id` (string): 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.
- `variant` (string): Variant to fetch, e.g. 720p (optional).
- `video_id` (string, required): Job id returned by generate_video.

### `get_three_d` (~88 tokens)

Get 3D model generation

Poll a 3D job by id. When it is done the model CDN URL is in Assets.

Input parameters:

- `three_d_id` (string, required): Job id returned by generate_three_d.
- `title_id` (string): 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.

### `remix_video` (~110 tokens)

Remix video

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.

Input parameters:

- `prompt` (string, required): What to change.
- `title_id` (string): 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, required): Source job id to remix.

### `list_ai_tiers` (~96 tokens)

List AI tiers

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.

Input parameters:

- `title_id` (string): Not needed — tiers depend on the publisher's plan (optional, ignored).

### `estimate_media_cost` (~240 tokens)

Estimate generation cost

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.

Input parameters:

- `modality` (string, required): What is going to be generated: image | video | audio | music | 3d
- `params` (object): 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 a…
- `text` (string): The words to say — speech only, their length drives the price (optional).
- `tier` (string): Tier to price. Omit to use the default tier of that modality.
- `title_id` (string): Which game this is for — a label, optional (see the generate_* tools).

### `get_generation` (~77 tokens)

Get generation

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.

Input parameters:

- `generation_id` (string, required): Id returned by a generate_* tool.

### `generate_text` (~198 tokens)

Generate text

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.

Input parameters:

- `max_tokens` (integer): Max output tokens (optional).
- `model` (string): Model override (optional).
- `prompt` (string, required): Prompt for the model.
- `provider` (string): Provider override, e.g. anthropic (optional).
- `system_instructions` (string): System instructions (optional).
- `temperature` (number): Sampling temperature (optional).
- `title_id` (string): 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.

### `get_title_data` (~131 tokens)

Get title data

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 strings. Per-player data is NOT here — it lives in each player's UserCustomData.

Input parameters:

- `title_id` (string, required): TitleID, для которого читаются данные.

### `save_title_data` (~162 tokens)

Save title data

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_title_custom_data) for type validation, limits, TTL and defaults.

Input parameters:

- `bucket` (string, required): Public = readable by game clients; Private = server/CloudCode only.
- `title_id` (string, required): TitleID.
- `values` (object, required): Object of key → string value. Replaces the whole bucket. JSON-encode structured values yourself.

### `get_localization_keys` (~133 tokens)

Get localization keys

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, which is why a plain literal still renders — a literal is simply a key with no translation.

Input parameters:

- `prefix` (string): Optional key prefix filter.
- `title_id` (string, required): TitleID.

### `save_localization_keys` (~145 tokens)

Save localization keys

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 never appears in the coverage report. Keys are free-form; a dotted namespace ("shop.button.buy") keeps a large table readable.

Input parameters:

- `keys` (object, required): Object of localization key → text in the DEFAULT language. Only these keys are written.
- `title_id` (string, required): TitleID.

### `list_title_secrets` (~99 tokens)

List title secret names

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.

Input parameters:

- `title_id` (string, required): TitleID, для которого читаются данные.

### `publish_cloud_code` (~391 tokens)

Publish CloudCode

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) { … }. Inside a handler: log.Info/Warning/Error, context.UserID, and server.* (ReadUserData, GetTitleConfig, GetUserCustomData, SetUserCustomData, DeleteUserCustomData, BatchSetUserCustomData, BatchDeleteUserCustomData, GetPublicUserCustomDataOf, GetTitleCustomData, SetTitleCustomData, IncrementTitleCustomData, DeleteTitleCustomData, BatchSetTitleCustomData, BatchDeleteTitleCustomData, GetIntegrationVariable, HttpRequest) — each returns { Success, Error, Data }. No async/await, no imports; 10 seconds wall-clock per call and a per-execution cap on server.* calls. The only way out to the network is server.HttpRequest({ Method, Url, Headers, Body }) — there is no fetch and no XMLHttpRequest; it reaches only publisher-allow-listed hosts over https, and credentials go in as {{secret:NAME}} placeholders (see list_title_secrets), never as literal values. The code REPLACES the previous revision entirely — read get_cloud_code first and send back the full script. Games call handlers through the SDK's client.cloudCode.execute(name, args).

Input parameters:

- `code` (string, required): Full JavaScript source of the revision.
- `comment` (string): Short note about what changed.
- `handlers` (array): Optional whitelist of callable handlers; anything not listed is rejected by the server.
- `title_id` (string, required): TitleID.

### `list_kanban_projects` (~39 tokens)

List board projects

List the publisher's task boards (projects) with their names and progress. Start here: every other kanban tool needs a project_id.

### `get_kanban_board` (~83 tokens)

Get task board

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.

Input parameters:

- `project_id` (string, required): Board to read (from list_kanban_projects).

### `get_kanban_card` (~108 tokens)

Get task card

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.

Input parameters:

- `card_id` (string): Card id (optional if card_key is given).
- `card_key` (string): Human key of the task, e.g. OPUS-451 (optional if card_id is given).
- `project_id` (string, required): Board the card belongs to.

### `search_kanban_cards` (~83 tokens)

Search task cards

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.

Input parameters:

- `limit` (integer): How many to return (default 20).
- `query` (string, required): What to look for: part of a card title, or a task key like OPUS-451.

### `get_my_kanban_tasks` (~85 tokens)

Get my tasks

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.

Input parameters:

- `assignee_id` (string): Whose tasks (optional). Ids come from list_kanban_members.
- `include_done` (boolean): Include cards already in a done column (default false).

### `get_kanban_comments` (~62 tokens)

Get card comments

Read the comment thread of a card, oldest first.

Input parameters:

- `card_id` (string, required): Card whose thread to read.
- `limit` (integer): How many comments (default 100).
- `project_id` (string, required): Board the card belongs to.

### `list_kanban_members` (~50 tokens)

List board members

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.

### `create_kanban_card` (~178 tokens)

Create task card

Add a card to a column. The server assigns the human key (OPUS-451) — it is in the reply.

Input parameters:

- `card_id` (string): 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.
- `column_id` (string, required): Column to add to (ids come from get_kanban_board).
- `description` (string): Details (optional).
- `due_date` (string): Deadline, ISO-8601 like 2026-09-30 (optional).
- `priority` (string): None | Low | Medium | High | Critical (optional, default Medium).
- `project_id` (string, required): Board to add to.
- `title` (string, required): Card title — what has to be done.

### `update_kanban_card` (~143 tokens)

Update task card

Change a card's title, description, priority or deadline. Fields you leave out stay as they are — this is a patch, not a replacement.

Input parameters:

- `card_id` (string, required): Card to change.
- `clear_due_date` (boolean): Remove the deadline (optional). Leaving due_date out keeps it.
- `description` (string): New description (optional).
- `due_date` (string): New deadline, ISO-8601 (optional).
- `priority` (string): None | Low | Medium | High | Critical (optional).
- `project_id` (string, required): Board the card belongs to.
- `title` (string): New title (optional).

### `move_kanban_card` (~113 tokens)

Move task card

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.

Input parameters:

- `card_id` (string, required): Card to move.
- `project_id` (string, required): Board the card belongs to.
- `to_column_id` (string, required): Destination column.
- `to_index` (integer): Position inside that column, 0 = top (default 0).

### `set_kanban_assignee` (~79 tokens)

Assign task card

Assign a card to someone, or clear the assignee. The person is notified.

Input parameters:

- `assignee_id` (string): Who to assign it to (from list_kanban_members). Omit to clear.
- `card_id` (string, required): Card to assign.
- `project_id` (string, required): Board the card belongs to.

### `delete_kanban_card` (~74 tokens)

Delete task card

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.

Input parameters:

- `card_id` (string, required): Card to delete.
- `project_id` (string, required): Board the card belongs to.

### `add_kanban_comment` (~113 tokens)

Add card comment

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.

Input parameters:

- `body` (string, required): Comment text.
- `card_id` (string, required): Card to comment on.
- `mention_ids` (array): People to notify, ids from list_kanban_members (optional).
- `parent_comment_id` (string): Reply to this comment (optional).
- `project_id` (string, required): Board the card belongs to.

### `create_kanban_project` (~89 tokens)

Create board project

Create a board. It comes with a default set of columns, so you can add cards right away.

Input parameters:

- `color` (string): Accent colour, hex like #3B82F6 (optional).
- `description` (string): What this board is for (optional).
- `emoji` (string): Icon, a single emoji (optional).
- `name` (string, required): Board name.

### `update_kanban_project` (~111 tokens)

Update board project

Rename a board, change its description/icon/colour, or archive it. Archiving hides it from search and from my-tasks without deleting anything.

Input parameters:

- `archived` (boolean): Archive or unarchive it (optional).
- `color` (string): New accent colour (optional).
- `description` (string): New description (optional).
- `emoji` (string): New icon (optional).
- `name` (string): New name (optional).
- `project_id` (string, required): Board to change.

### `delete_kanban_project` (~70 tokens)

Delete board project

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.

Input parameters:

- `project_id` (string, required): Board to delete.

### `create_kanban_column` (~54 tokens)

Create board column

Add a column to a board.

Input parameters:

- `color` (string): Accent colour, hex (optional).
- `name` (string, required): Column name.
- `project_id` (string, required): Board to add the column to.

### `update_kanban_column` (~102 tokens)

Update board column

Rename a column, recolour it, or mark it as the done column. Cards entering a done column count as completed and award XP.

Input parameters:

- `color` (string): New accent colour (optional).
- `column_id` (string, required): Column to change.
- `is_done` (boolean): Whether this is the done column (optional).
- `name` (string): New name (optional).
- `project_id` (string, required): Board the column belongs to.

### `delete_kanban_column` (~73 tokens)

Delete board column

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.

Input parameters:

- `column_id` (string, required): Column to delete.
- `project_id` (string, required): Board the column belongs to.

### `reorder_kanban_columns` (~58 tokens)

Reorder board columns

Set the left-to-right order of the columns. Pass every column id of the board.

Input parameters:

- `column_ids` (array, required): All column ids, in the order they should appear.
- `project_id` (string, required): Board to reorder.

### `begin_build_upload` (~260 tokens)

Start build upload

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 file, no headers), then call finish_build_upload. Needs a shell to run the upload — a browser-only client cannot upload files. Free: only the storage it takes counts toward the publisher's quota. The build must be the GAME ITSELF, hosted here: on the Title's idosgames.com page the game may embed (iframe) only platform hosts, never another website, so a wrapper that frames the publisher's own site shows "Content unavailable" there instead of the game. Network requests (fetch/WebSocket) from the embedded game reach platform hosts plus the Title's Blockchain.IframeConnectHosts (save_blockchain; wallet-connection hosts are always refused).

Input parameters:

- `title_id` (string, required): Live TitleID (not the -DEV copy).

### `finish_build_upload` (~209 tokens)

Finish build upload

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. Calling it again with the same build_id returns the same version (with deploy=true it deploys a version that is ready).

Input parameters:

- `build_id` (string, required): build_id returned by begin_build_upload.
- `deploy` (boolean): true = put this version live for players as soon as it is unpacked. Default false: only a test version.
- `label` (string): Optional short name of the version shown in the history ("Added the shop").
- `title_id` (string, required): Live TitleID (the same one passed to begin_build_upload).

### `get_build` (~74 tokens)

Get build

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.

Input parameters:

- `build_id` (string, required): build_id of the version.
- `title_id` (string, required): Live TitleID.

### `list_builds` (~69 tokens)

List builds

Recent versions of the Title's game, newest first — uploaded ones and ones built by the AI Coder — with which one players get now.

Input parameters:

- `limit` (integer): How many versions to return (default 10, max 30).
- `title_id` (string, required): Live TitleID.

### `list_modules` (~176 tokens)

List game modules

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, 'inBase' (installed with the base in every new project), 'uses' (modules a game needs) and 'events' (topics it emits and listens to). Read 'provides' to reuse a ready module instead of building the feature from scratch, then get_module to pull its source. Read-only; takes no title_id.

### `get_module` (~137 tokens)

Get module source

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.

Input parameters:

- `cursor` (integer): Index of the first file to return (from nextCursor). Default 0.
- `id` (string, required): Module id from list_modules, e.g. store or board-game.

### `search_modules` (~112 tokens)

Search modules and skills

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.

Input parameters:

- `query` (string, required): Free-text query; every word must match.

### `list_skills` (~88 tokens)

List SDK skills

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.

### `get_skill` (~52 tokens)

Get SDK skill

Get one SDK skill's full content (SKILL.md) and its reference files. Read-only; takes no title_id.

Input parameters:

- `name` (string, required): Skill name from list_skills, e.g. currency-system.

### `get_host_scaffold` (~122 tokens)

Get project scaffold

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 modules each game 'uses', and any other system the app needs. Read-only; takes no title_id.

### `get_manifest` (~53 tokens)

Get runtime package versions

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.

## Diagnostics

Captured diagnostic sections: TLS, DNSSEC, Authorisation, Transports. The full working is on the page: https://verifymcp.io/servers/com-idosgames-platform/api-v2-mcp#diagnostics

## Score history

- 2026-10-17: 75
- 2026-10-16: 75
- 2026-10-15: 74
- 2026-10-14: 74

## Common questions

### What is the iDos Games MCP server?

iDos Games is an MCP server listed in the public MCP registry as com.idosgames/platform. Configure cross-platform and web3 games on iDos Games: live config, tokens, NFTs, AI assets, builds. This page covers its hosted endpoint (https://site.idosgames.com/api/v2/mcp).

### Is the iDos Games MCP server safe to use?

iDos Games scores 75 out of 100 on VerifyMCP. That is a record of what we were able to check automatically, not an endorsement. The category breakdown on this page shows every signal behind the number, including the ones we could not confirm.

### What tools does the iDos Games MCP server expose?

iDos Games exposes 144 tools: list_my_titles, get_image_data, save_image_data, get_asset_bundle, save_asset_bundle, and 139 more. Their descriptions and schemas cost roughly 27,418 tokens of context every time the server is loaded.

### Does the iDos Games MCP server require authentication?

Yes. iDos Games asked us for credentials when we connected, so you will need to authorise it in your MCP client before it can do anything.

### Is the iDos Games MCP server still maintained?

iDos Games is still listed as active in the MCP registry. We last reached this channel on 17 October 2026. Those dates come from our own scans of the registry and the channel itself, not from anything the publisher announced.

## Links

- Remote endpoint: https://site.idosgames.com/api/v2/mcp
- Repository: https://github.com/iDos-Games/idosgames-mcp
- Website: https://idosgames.com/mcp
- Changelog RSS feed: https://verifymcp.io/servers/com-idosgames-platform/api-v2-mcp.xml
- Changelog JSON feed: https://verifymcp.io/servers/com-idosgames-platform/api-v2-mcp.json
- HTML version of this page: https://verifymcp.io/servers/com-idosgames-platform/api-v2-mcp
