iDos Games
REMOTE · SITE.IDOSGAMES.COM
Configure cross-platform and web3 games on iDos Games: live config, tokens, NFTs, AI assets, builds.
Available components
Last scanned (1 hour ago)
Scores higher than 68% of remote servers
Reachable. Last reached 17 Oct 2026.
Category Entertainment and Games
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. How we score → Why this is hard to score →
Endpoint Security89
- The endpoint's TLS certificate is valid, in date, and uses a strong key. View diagnostics → Pass
- 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. View diagnostics → Pass
- HTTPS is enforced; there's no plaintext access path. View diagnostics → Pass
- HSTS check failed: the Strict-Transport-Security header is absent. See how to fix → View diagnostics → Fail
- DNSSEC check failed: this domain isn't protected by DNSSEC. See how to fix → View diagnostics → Fail
- The authorisation server offers only Dynamic Client Registration (RFC 7591), which MCP 2026-07-28 deprecated in favour of Client ID Metadata Documents. View diagnostics → Partial
Transport & Reachability100
- Verified streamable-http transport via a live MCP handshake. View diagnostics → Pass
Schema Quality & AI Usability64
- AI-judged instruction clarity (excellent).Pass
- 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. See how to fix → Fail
- Usage-examples check failed: none of the tools include examples. See how to fix → Fail
Stability & Change Management10
- Stability observed for 3 of 30 days with no destabilising changes; credit accrues until the full window elapses.Partial
Tool Coverage100
- 100% of tools have a non-trivial description (not blank, and not just the tool's name).Pass
- 100% of tool parameters carry a description.Pass
Tool Safety100
- No prompt-injection markers were found in the server instructions, tool names or descriptions we captured.Pass
- All 4 tool(s) whose name or description implies an irreversible operation declare an MCP destructiveHint annotation.Pass
- An AI judge read all 145 captured unit(s) of tool text and found none that tries to manipulate the model reading it.Pass
Capabilities60
- Spec-recency check failed: implements MCP spec 2025-06-18; the latest is 2026-07-28. See how to fix → Fail
Every change we have recorded for this component, newest first. Security-relevant changes are always shown. ▲ marks a change for the better, ▼ a change for the worse; unmarked changes are neutral.
- 16 Oct 26 +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.
- 15 Oct 26 0
- Stability: unverified → 0.03 ▲ functional
- 14 Oct 26 74
First indexed and scored.
Diagnostic detail from the automated scan of this channel: what the scanner observed at each step, so you can see exactly where a check passed or failed. It is informational only and never changes the trust score.
Captured 17 Oct 2026 · Probed https://site.idosgames.com/api/v2/mcp
TLS valid
Negotiated TLS 1.3 with TLS_AES_128_GCM_SHA256 .
| Subject | Issuer | Valid from | Valid until | Key | Signature | Serial |
|---|---|---|---|---|---|---|
| CN=idosgames.com | CN=WE1,O=Google Trust Services,C=US | 29 Aug 2026 | 27 Nov 2026 | ECDSA 256 | ECDSA-SHA256 | cb146673db3071fe1339b21e5b91d8b0 |
| SANs: idosgames.com, *.idosgames.com | ||||||
| CN=WE1,O=Google Trust Services,C=US (CA) | CN=GTS Root R4,O=Google Trust Services LLC,C=US | 13 Dec 2023 | 20 Feb 2029 | ECDSA 256 | ECDSA-SHA384 | 7ff31977972c224a76155d13b6d685e3 |
| CN=GTS Root R4,O=Google Trust Services LLC,C=US (CA) | CN=GlobalSign Root CA,OU=Root CA,O=GlobalSign nv-sa,C=BE | 15 Nov 2023 | 28 Jan 2028 | ECDSA 384 | SHA256-RSA | 7fe530bf331343bedd821610493d8a1b |
Background: What to check on a remote MCP endpoint →
DNSSEC insecure
Validation of site.idosgames.com. — Not signed
| Zone | DS | Keys | Algorithms | Outcome |
|---|---|---|---|---|
| . | trust_anchor | 20326, 38696 | 8, 8 | Verified |
| com. | present | 19718 | 13 | Verified |
| idosgames.com. | absent | Unsigned (proven) parent-signed NSEC/NSEC3 proves an unsigned delegation |
Authentication Enforced and verified
The endpoint asked for a token and published valid RFC 9728 metadata describing how to get one.
| Result | Enforced and verified |
|---|---|
| Enforced | On tool calls |
| HTTP status | 200 |
WWW-Authenticate challenge Bearer realm="mcp", error="invalid_request", error_description="Sign in to iDos Games to call this tool", resource_metadata="https://site.idosgames.com/api/.well-known/oauth-protected-resource/api/v2/mcp"
Bearer realm="mcp", error="invalid_request", error_description="Sign in to iDos Games to call this tool", resource_metadata="https://site.idosgames.com/api/.well-known/oauth-protected-resource/api/v2/mcp" Protected resource metadata
| Document | https://site.idosgames.com/api/.well-known/oauth-protected-resource/api/v2/mcp |
|---|---|
| Retrieved | Yes |
| Resource | https://site.idosgames.com/api/v2/mcp |
| Authorisation server | https://site.idosgames.com |
Background: How OAuth 2.1 works in the 2026 MCP spec →
Transports 2 probes
| Transport | URL | Outcome | Status | Location |
|---|---|---|---|---|
| streamable-http | https://site.idosgames.com/api/v2/mcp | Verified | 200 | |
| http (plaintext) | http://site.idosgames.com/api/v2/mcp | HTTPS enforced | 301 | https://site.idosgames.com/api/v2/mcp |
The tools this component advertises to a client, with an estimated token cost for each. Expand a tool to see its parameters and schema. The per-tool counts are indicative and are not scored directly; the schema's total context footprint is one signal in Schema Quality & AI Usability. A tool's description is untrusted text the model reads on every call, which is what makes this list a security surface and not just an inventory: how tool poisoning works →
save_collection Save Collection settings ~128
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.
| Name | Type | Req | Description |
|---|---|---|---|
| title_id | string | yes | TitleID, для которого сохраняются данные. |
| value | object | yes | Root collection-system config for the title. Add to TitlePublicConfigurationModel as: public CollectionDefinitions Collection { get; set; } |
No output schema declared.
No examples provided.
save_community_marketing Save Community Marketing settings ~473
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.
| Name | Type | Req | Description |
|---|---|---|---|
| title_id | string | yes | TitleID, для которого сохраняются данные. |
| value | object | yes | Configuration of the title's Community Marketing program: campaigns that reward community members for posting about the game on external social platforms (YouTube/TikTok/Instagram), the payout rules… |
No output schema declared.
No examples provided.
save_coop_event Save Coop Event settings ~136
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.
| Name | Type | Req | Description |
|---|---|---|---|
| title_id | string | yes | TitleID, для которого сохраняются данные. |
| value | object | yes | Root configuration of the title's cooperative events system. Plugs into TitlePublicConfigurationModel as CoopEvent. |
No output schema declared.
No examples provided.
save_craft Save Craft settings ~104
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.
| Name | Type | Req | Description |
|---|---|---|---|
| title_id | string | yes | TitleID, для которого сохраняются данные. |
| value | object | yes | New value for the Craft field. |
No output schema declared.
No examples provided.
save_currency Save Currency settings ~167
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.
| Name | Type | Req | Description |
|---|---|---|---|
| title_id | string | yes | TitleID, для которого сохраняются данные. |
| value | object | yes | New value for the Currency field. |
No output schema declared.
No examples provided.
save_data_collections Save Data Collections settings ~826
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…
| Name | Type | Req | Description |
|---|---|---|---|
| title_id | string | yes | TitleID, для которого сохраняются данные. |
| value | object | yes | Title data collections: a Firebase/Supabase-like store inside the platform. The creator declares structures (collections) with typed fields, searchable fields, sort keys, access rules and limits; the… |
No output schema declared.
No examples provided.
save_deal_offer Save Deal Offer settings ~343
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).
| Name | Type | Req | Description |
|---|---|---|---|
| title_id | string | yes | TitleID, для которого сохраняются данные. |
| value | object | yes | Root config of the entire Deal Offers system. Contains the slot list, the offer library and the preset registry. |
No output schema declared.
No examples provided.
save_experiment Save Experiment settings ~192
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.
| Name | Type | Req | Description |
|---|---|---|---|
| title_id | string | yes | TitleID, для которого сохраняются данные. |
| value | object | yes | Root block of the A/B experiment system. An experiment = who (Gate: SegmentGate) + when (Schedule: ScheduleSpec) + a random sticky split into variants. Variant assignment is deterministic by a STABLE… |
No output schema declared.
No examples provided.
save_feature_tracking Save Feature Tracking settings ~188
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.
| Name | Type | Req | Description |
|---|---|---|---|
| title_id | string | yes | TitleID, для которого сохраняются данные. |
| value | object | yes | New value for the FeatureTracking field. |
No output schema declared.
No examples provided.
save_game_loop Save Game Loop settings ~136
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).
| Name | Type | Req | Description |
|---|---|---|---|
| title_id | string | yes | TitleID, для которого сохраняются данные. |
| value | object | yes | Root config of the Core Loop system in TitlePublicConfigurationModel.GameLoop. Holds the nested board configuration. |
No output schema declared.
No examples provided.
save_image_data Save Image Data settings ~148
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.
| Name | Type | Req | Description |
|---|---|---|---|
| title_id | string | yes | TitleID, для которого сохраняются данные. |
| value | object | yes | New value for the ImageData field. |
No output schema declared.
No examples provided.
save_item Save Item settings ~153
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.
| Name | Type | Req | Description |
|---|---|---|---|
| title_id | string | yes | TitleID, для которого сохраняются данные. |
| value | object | yes | Root container for all item catalogs of a title. Source of truth for every ItemID used in the game. |
No output schema declared.
No examples provided.
save_leaderboard Save Leaderboard settings ~116
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.
| Name | Type | Req | Description |
|---|---|---|---|
| title_id | string | yes | TitleID, для которого сохраняются данные. |
| value | object | yes | New value for the Leaderboard field. |
No output schema declared.
No examples provided.
save_localization Save Localization settings ~255
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.
| Name | Type | Req | Description |
|---|---|---|---|
| title_id | string | yes | TitleID, для которого сохраняются данные. |
| value | object | yes | Localization settings of the title. The translation TABLES are not stored here: they live in the separate TitleLocalization collection (one document per title+locale) and are delivered one file per l… |
No output schema declared.
No examples provided.
save_localization_keys Save localization keys ~145
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.
| Name | Type | Req | Description |
|---|---|---|---|
| keys | object | yes | Object of localization key → text in the DEFAULT language. Only these keys are written. |
| title_id | string | yes | TitleID. |
No output schema declared.
No examples provided.
save_lootbox Save Lootbox settings ~111
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.
| Name | Type | Req | Description |
|---|---|---|---|
| title_id | string | yes | TitleID, для которого сохраняются данные. |
| value | object | yes | New value for the Lootbox field. |
No output schema declared.
No examples provided.
save_mailbox Save Mailbox settings ~626
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 (…
| Name | Type | Req | Description |
|---|---|---|---|
| title_id | string | yes | TitleID, для которого сохраняются данные. |
| value | object | yes | Title mailbox: letters with rewards, publisher broadcasts, friend gifts and unclaimed rewards of other modules. An in-game mailbox that holds VALUE the player claims — not notifications (those are Pu… |
No output schema declared.
No examples provided.
save_marketplace Save Marketplace settings ~279
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.
| Name | Type | Req | Description |
|---|---|---|---|
| title_id | string | yes | TitleID, для которого сохраняются данные. |
| value | object | yes | Title marketplace (v2) configuration. P2P trading on the atomic ResourceService stack: fixed-price listings (price = ResourceBundle), auctions (single-axis bids), buy orders (escrowed payment), direc… |
No output schema declared.
No examples provided.
save_match Save Match settings ~263
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.
| Name | Type | Req | Description |
|---|---|---|---|
| title_id | string | yes | TitleID, для которого сохраняются данные. |
| value | object | yes | Configuration of the title's PvP (Match) system. Grouped by battle mode: InstantBattle is the instant-battle container (rule catalog + title-wide defaults). Future match modes (tournament, async turn… |
No output schema declared.
No examples provided.
save_multiplayer Save Multiplayer settings ~288
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.
| Name | Type | Req | Description |
|---|---|---|---|
| title_id | string | yes | TitleID, для которого сохраняются данные. |
| value | object | yes | V2 definition of the title's realtime multiplayer (WebRTC signaling). Public-only data: feature switch, topology/chat defaults, limits, ICE servers. |
No output schema declared.
No examples provided.
save_platform_bridge Save Platform Bridge settings ~320
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.
| Name | Type | Req | Description |
|---|---|---|---|
| title_id | string | yes | TitleID, для которого сохраняются данные. |
| value | object | yes | Platform bridge: what the game takes from the player's idosgames.com account and what it lets the player show on their public profile. Everything is off by default except the profile. What the PLAYER… |
No output schema declared.
No examples provided.
save_premium Save Premium settings ~163
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.
| Name | Type | Req | Description |
|---|---|---|---|
| title_id | string | yes | TitleID, для которого сохраняются данные. |
| value | object | yes | Root container of premium subscriptions / premium passes for the title. Holds a dictionary of definitions keyed by PremiumID. Distinct from Store (in-game shop with virtual-currency prices) and from… |
No output schema declared.
No examples provided.
save_purchase Save Purchase settings ~250
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.
| Name | Type | Req | Description |
|---|---|---|---|
| title_id | string | yes | TitleID, для которого сохраняются данные. |
| value | object | yes | Real-money in-app purchase (IAP) configuration for Google Play and Apple App Store. Product catalog (what the player buys and receives) is separated from per-store settings (how a receipt is verified… |
No output schema declared.
No examples provided.
save_push Save Push settings ~387
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.
| Name | Type | Req | Description |
|---|---|---|---|
| title_id | string | yes | TitleID, для которого сохраняются данные. |
| value | object | yes | Push notification settings for the title: the master switch, per-player and per-title send ceilings, quiet hours, and the NAMES of the publisher's mobile credentials in TitleSecrets. VAPID keys are N… |
No output schema declared.
No examples provided.
save_quest Save Quest settings ~112
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.
| Name | Type | Req | Description |
|---|---|---|---|
| title_id | string | yes | TitleID, для которого сохраняются данные. |
| value | object | yes | Root block of the quest system in the title config. |
No output schema declared.
No examples provided.
save_referral Save Referral settings ~112
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.
| Name | Type | Req | Description |
|---|---|---|---|
| title_id | string | yes | TitleID, для которого сохраняются данные. |
| value | object | yes | Title's referral system configuration. Stored in TitlePublicConfigurationModel.ReferralDefinitions. |
No output schema declared.
No examples provided.
save_reward Save Reward settings ~147
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.
| Name | Type | Req | Description |
|---|---|---|---|
| title_id | string | yes | TitleID, для которого сохраняются данные. |
| value | object | yes | Root config for universal, system-agnostic rewards. Umbrella over four independent subsystems: DailyCalendars, IdleAccruals, Comebacks, Claims. |
No output schema declared.
No examples provided.
save_season Save Season settings ~119
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.
| Name | Type | Req | Description |
|---|---|---|---|
| title_id | string | yes | TitleID, для которого сохраняются данные. |
| value | object | yes | Root configuration of the title's season system. |
No output schema declared.
No examples provided.
save_social Save Social settings ~277
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.
| Name | Type | Req | Description |
|---|---|---|---|
| title_id | string | yes | TitleID, для которого сохраняются данные. |
| value | object | yes | In-game social layer: comments, following players, reports. Friends and the player's notification inbox work without this section. Every field is optional; an unset field means the platform default. |
No output schema declared.
No examples provided.
save_store Save Store settings ~380
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).
| Name | Type | Req | Description |
|---|---|---|---|
| title_id | string | yes | TitleID, для которого сохраняются данные. |
| value | object | yes | Root of the shop. Holds the storefront catalog (Stores) and the goods catalog (StoreOffers). A storefront is a TREE: store -> sections -> slots, and a purchasable offer is reachable only through a sl… |
No output schema declared.
No examples provided.
save_timed_boost Save Timed Boost settings ~151
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.
| Name | Type | Req | Description |
|---|---|---|---|
| title_id | string | yes | TitleID, для которого сохраняются данные. |
| value | object | yes | Container for all TimedBoost definitions. Bound to cfg.TimedBoost in TitlePublicConfigurationModel. Style-aligned with other V2 definition containers (cfg.Currency, cfg.Item, cfg.Premium, ...). |
No output schema declared.
No examples provided.
save_timed_event Save Timed Event settings ~162
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.
| Name | Type | Req | Description |
|---|---|---|---|
| title_id | string | yes | TitleID, для которого сохраняются данные. |
| value | object | yes | Root configuration of the limited-time events system. Lives at the top level of TitlePublicConfiguration, separate from GameLoops/Quests/Store. Supports both Scheduled (fixed-date) and Chain (cyclic)… |
No output schema declared.
No examples provided.
save_title_custom_data Save Title Custom Data settings ~254
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).
| Name | Type | Req | Description |
|---|---|---|---|
| title_id | string | yes | TitleID, для которого сохраняются данные. |
| value | object | yes | Schema and limits of the title-wide key-value store. The VALUES live in the separate TitleCustomData collection (one document per title), not in this config section. Each key declares a Scope (Static… |
No output schema declared.
No examples provided.
save_title_data Save title data ~162
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.
| Name | Type | Req | Description |
|---|---|---|---|
| bucket | string | yes | Public = readable by game clients; Private = server/CloudCode only. |
| title_id | string | yes | TitleID. |
| values | object | yes | Object of key → string value. Replaces the whole bucket. JSON-encode structured values yourself. |
No output schema declared.
No examples provided.
save_tutorial Save Tutorial settings ~247
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.
| Name | Type | Req | Description |
|---|---|---|---|
| title_id | string | yes | TitleID, для которого сохраняются данные. |
| value | object | yes | Root block of the tutorial (onboarding) system in the title config. |
No output schema declared.
No examples provided.
save_usage Save Usage settings ~304
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.
| Name | Type | Req | Description |
|---|---|---|---|
| title_id | string | yes | TitleID, для которого сохраняются данные. |
| value | object | yes | New value for the Usage field. |
No output schema declared.
No examples provided.
save_user_custom_data Save User Custom Data settings ~153
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.
| Name | Type | Req | Description |
|---|---|---|---|
| title_id | string | yes | TitleID, для которого сохраняются данные. |
| value | object | yes | Configuration of the Custom User Data V2 system (arbitrary user records). Hybrid architecture combining bucket-based privacy separation (Private/Public/ReadOnly/Internal) with optional typed key sche… |
No output schema declared.
No examples provided.
save_workshop Save Workshop settings ~501
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.
| Name | Type | Req | Description |
|---|---|---|---|
| title_id | string | yes | TitleID, для которого сохраняются данные. |
| value | object | yes | Title Workshop configuration: a catalog of content made by players (maps, levels, skins, models) and by the publisher (official content). Unlike the Marketplace nothing is transferred: acquiring gran… |
No output schema declared.
No examples provided.
search_kanban_cards Search task cards ~83
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.
| Name | Type | Req | Description |
|---|---|---|---|
| limit | integer | – | How many to return (default 20). |
| query | string | yes | What to look for: part of a card title, or a task key like OPUS-451. |
No output schema declared.
No examples provided.
search_modules Search modules and skills ~112
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.
| Name | Type | Req | Description |
|---|---|---|---|
| query | string | yes | Free-text query; every word must match. |
No output schema declared.
No examples provided.
set_kanban_assignee Assign task card ~79
Assign a card to someone, or clear the assignee. The person is notified.
| Name | Type | Req | Description |
|---|---|---|---|
| assignee_id | string | – | Who to assign it to (from list_kanban_members). Omit to clear. |
| card_id | string | yes | Card to assign. |
| project_id | string | yes | Board the card belongs to. |
No output schema declared.
No examples provided.
update_kanban_card Update task card ~143
Change a card's title, description, priority or deadline. Fields you leave out stay as they are — this is a patch, not a replacement.
| Name | Type | Req | Description |
|---|---|---|---|
| card_id | string | yes | 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 | yes | Board the card belongs to. |
| title | string | – | New title (optional). |
No output schema declared.
No examples provided.
update_kanban_column Update board column ~102
Rename a column, recolour it, or mark it as the done column. Cards entering a done column count as completed and award XP.
| Name | Type | Req | Description |
|---|---|---|---|
| color | string | – | New accent colour (optional). |
| column_id | string | yes | Column to change. |
| is_done | boolean | – | Whether this is the done column (optional). |
| name | string | – | New name (optional). |
| project_id | string | yes | Board the column belongs to. |
No output schema declared.
No examples provided.
update_kanban_project Update board project ~111
Rename a board, change its description/icon/colour, or archive it. Archiving hides it from search and from my-tasks without deleting anything.
| Name | Type | Req | Description |
|---|---|---|---|
| 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 | yes | Board to change. |
No output schema declared.
No examples provided.
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.
remote · site.idosgames.com
claude mcp add --transport http com-idosgames-platform 'https://site.idosgames.com/api/v2/mcp'
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.