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Rengi Forge

REMOTE · RENGI.DEV

Gamedev tools for AI agents: level design, renders, sprites, GLB optimizer. Pay per call with x402.

Available components

58 Trust /100

Last scanned (3 hours ago)

Scores higher than 45% of remote servers

Reachable. Last reached 23 Oct 2026.

Category Design and Media

Trust breakdown (7 categories)

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 Security57
Transport & Reachability100
Schema Quality & AI Usability49
  • AI-judged instruction clarity (fair).Partial
  • Context-footprint check failed: tool/resource definitions use about 7027 tokens (~195/item across 36 items; 36 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 Coverage79
  • 100% of tools have a non-trivial description (not blank, and not just the tool's name).Pass
  • 38% of tool parameters carry a description.Partial
Tool Safety75
  • No prompt-injection markers were found in the server instructions, tool names or descriptions we captured.Pass
  • 0 of 1 tool(s) whose name or description implies an irreversible operation declare an MCP destructiveHint annotation; "sprite_tools_remove_bg" implies "remove" and declares no destructiveHint at all, which the MCP spec reads as destructive by default. See how to fix → Fail
  • An AI judge read all 36 captured unit(s) of tool text and found none that tries to manipulate the model reading it.Pass
Capabilities100
  • Implements a supported MCP spec version (2025-11-25); the latest is 2026-07-28.Pass
Changelog

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.

  • 23 Oct 26 +1

    No change was recorded against any check on this day. Stability & Change Management went from 7 to 10. That category is still filling its 30-day observation window: 2 days of observed history at the previous scan, 3 at this one. The score rises as the window fills, whether or not the server changes.

  • 22 Oct 26 0
    • Tool “asset_render_turntable” rewrote its description, which is the text the model reads security
    • Tool “asset_render_views” rewrote its description, which is the text the model reads security
    • Tool “glb_optimizer_inspect” rewrote its description, which is the text the model reads security
    • Tool “glb_optimizer_optimize” rewrote its description, which is the text the model reads security
    • Tool “glb_optimizer_optimize_large” rewrote its description, which is the text the model reads security
    • Tool “level_design_revise” rewrote its description, which is the text the model reads security
    • “sprite_tools_pixelate” reworded the description of “image” cosmetic
    • “sprite_tools_slice” reworded the description of “image” cosmetic
  • 21 Oct 26 −1
    • Tool “sprite_tools_pack” rewrote its description, which is the text the model reads security
    • Tool “sprite_tools_pixelate” rewrote its description, which is the text the model reads security
    • Tool “sprite_tools_slice” rewrote its description, which is the text the model reads security
    • Schema quality: 128 → 190 ▼ functional
    • Tool coverage: 18% → 38% ▲ functional
    • Stability: unverified → 0.03 ▲ functional
    • Destructive annotations: pass → 0 functional
    • New tool “audio_tools_clean” functional
    • New tool “audio_tools_loop” functional
    • New tool “audio_tools_variations” functional
    • New tool “audio_tools_voice” functional
    • New tool “font_tools_bitmap” functional
    • New tool “glb_optimizer_colliders” functional
    • New tool “glb_optimizer_convert” functional
    • New tool “glb_optimizer_lod” functional
    • New tool “sprite_tools_autotile” functional
    • New tool “sprite_tools_normal_map” functional
    • New tool “sprite_tools_remove_bg” functional
    • New tool “sprite_tools_video_to_sheet” functional
    • New tool “store_assets_icons” functional
    • New tool “store_assets_steam” functional
    • New tool “store_assets_stores” functional
    • New tool “texture_tools_atlas” functional
    • New tool “texture_tools_pack” functional
    • New tool “texture_tools_pbr” functional
    • New tool “texture_tools_seamless” functional
  • 20 Oct 26 58

    First indexed and scored.

Diagnostics

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 23 Oct 2026 · Probed https://rengi.dev/mcp

TLS valid

Negotiated TLS 1.3 with TLS_AES_128_GCM_SHA256 .

Subject Issuer Valid from Valid until Key Signature Serial
CN=rengi.dev CN=YE1,O=Let's Encrypt,C=US 20 Oct 2026 18 Jan 2027 ECDSA 256 ECDSA-SHA384 6c7195f297f34fa31ad4f4939cfba2dd18b
SANs: rengi.dev
CN=YE1,O=Let's Encrypt,C=US (CA) CN=Root YE,O=ISRG,C=US 3 Sept 2025 2 Sept 2028 ECDSA 384 ECDSA-SHA384 5ddd70dd31f801c85c186a7a04b80afe
CN=Root YE,O=ISRG,C=US (CA) CN=ISRG Root X2,O=Internet Security Research Group,C=US 13 May 2026 2 Sept 2032 ECDSA 384 ECDSA-SHA384 872165fc34b6e5fba8add5b3705fb53a
CN=ISRG Root X2,O=Internet Security Research Group,C=US (CA) CN=ISRG Root X1,O=Internet Security Research Group,C=US 13 May 2026 2 Sept 2032 ECDSA 384 SHA256-RSA 6c8f1dc727c7117f7baf853ac980f9cd

Background: What to check on a remote MCP endpoint →

DNSSEC insecure

Validation of rengi.dev. — Not signed

Zone DS Keys Algorithms Outcome
. trust_anchor 20326, 38696 8, 8 Verified
dev. present 60074 8 Verified
rengi.dev. absent Unsigned (proven) parent-signed NSEC/NSEC3 proves an unsigned delegation
Authentication No authorisation required

The endpoint answered without asking for a token. Anyone who knows the URL can reach it.

Result No authorisation required
HTTP status 200

Background: How OAuth 2.1 works in the 2026 MCP spec →

Transports 2 probes
Transport URL Outcome Status Location
streamable-http https://rengi.dev/mcp Verified 200
http (plaintext) http://rengi.dev/mcp HTTPS enforced 308 https://rengi.dev/mcp
MCP tools · 36 exposed · ~7,027 tokens

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 →

Tool Tokens
asset_render_sprites ~151

Transparent isometric sprite sheet, 4 or 8 directions in one row (south first, clockwise), with frame JSON. Price: $0.40 USDC via x402, charged only on success. Part of Asset render: Pictures of a 3D model for agents that cannot see: catalog views, a turntable GIF, and isometric sprite sheets for 2.5D games.

NameTypeReqDescription
cellSizeinteger––
directionsnumber––
elevationDegnumber––
glbstring–Base64 GLB.
glbUrlstring––
pixelArtboolean––
upAxisstring––

No output schema declared.

No examples provided.

asset_render_turntable ~129

Render a GLB model as a looping turntable GIF, one full revolution, plus mesh stats. Price: $0.25 USDC via x402, charged only on success. Part of Asset render: Pictures of a 3D model for agents that cannot see: catalog views, a turntable GIF, and isometric sprite sheets for 2.5D games.

NameTypeReqDescription
framesinteger––
glbstring–Base64 GLB.
glbUrlstring––
sizenumber––
upAxisstring––

No output schema declared.

No examples provided.

asset_render_views ~138

Render a GLB model to four PNG views (three-quarter, front, side, top) for thumbnails and previews, plus mesh stats and size. Price: $0.10 USDC via x402, charged only on success. Part of Asset render: Pictures of a 3D model for agents that cannot see: catalog views, a turntable GIF, and isometric sprite sheets for 2.5D games.

NameTypeReqDescription
backgroundstring––
glbstring–Base64 GLB.
glbUrlstring––
sizenumber––
upAxisstring––

No output schema declared.

No examples provided.

audio_tools_clean ~244

Trim silence, normalize loudness to a LUFS target with a -1 dBTP ceiling, add anti-click fades and convert (ogg, wav, mp3; mono for SFX). Returns the file, a waveform and measured stats. Price: $0.05 USDC via x402, charged only on success. Part of Audio tools: Make generated or recorded sounds game-ready: trim silence and match loudness (LUFS with a true-peak ceiling), seamless loops for music and ambience with loop points, and SFX variations.

NameTypeReqDescription
audiostring–Audio file as base64 (wav, mp3, ogg, flac, m4a).
audioUrlstring–Audio file URL.
formatstring––
kindstring–Sets the loudness target and channel default: sfx -16 LUFS mono, music -18 stereo, ambience -20 stereo, voice -16 mono.
monoboolean––
sampleRatenumber––
silenceThresholdDbnumber––
targetLufsnumber––
trimSilenceboolean––

No output schema declared.

No examples provided.

audio_tools_loop ~190

Turn music or ambience into a seamless loop: cuts at zero crossings and crossfades the end into the start with an equal-power curve. Returns the loop, a 3x preview and loop points in samples. Price: $0.10 USDC via x402, charged only on success. Part of Audio tools: Make generated or recorded sounds game-ready: trim silence and match loudness (LUFS with a true-peak ceiling), seamless loops for music and ambience with loop points, and SFX variations.

NameTypeReqDescription
audiostring–Audio file as base64 (wav, mp3, ogg, flac, m4a).
audioUrlstring–Audio file URL.
crossfadeMsnumber––
endSecnumber––
formatstring––
monoboolean––
startSecnumber––

No output schema declared.

No examples provided.

audio_tools_variations ~201

Make 2-12 variations of one sound effect with small pitch and volume changes, so repeated footsteps or hits do not sound copy-pasted. Returns each file and a ZIP. Price: $0.10 USDC via x402, charged only on success. Part of Audio tools: Make generated or recorded sounds game-ready: trim silence and match loudness (LUFS with a true-peak ceiling), seamless loops for music and ambience with loop points, and SFX variations.

NameTypeReqDescription
audiostring–Audio file as base64 (wav, mp3, ogg, flac, m4a).
audioUrlstring–Audio file URL.
countinteger––
formatstring––
monoboolean––
pitchSemitonesnumber–Max pitch change either way.
seedinteger––
volumeDbnumber–Max volume change either way.

No output schema declared.

No examples provided.

audio_tools_voice ~257

Make a voice recording or TTS take game-ready: rumble high-passed, noise reduced against the measured floor, sibilance tamed, dialogue loudness (-18 LUFS) with a -1 dBTP ceiling, and a long take split into one file per phrase with a CSV cue sheet. Price: $0.10 USDC via x402, charged only on success. Part of Audio tools: Make generated or recorded sounds game-ready: trim silence and match loudness (LUFS with a true-peak ceiling), seamless loops for music and ambience with loop points, and SFX variations.

NameTypeReqDescription
audiostring–Audio file as base64 (wav, mp3, ogg, flac, m4a).
audioUrlstring–Audio file URL.
denoisenumber–0 gentle, 1 strong. Strong denoising can make a voice sound metallic.
formatstring––
minSilenceMsinteger–A pause at least this long separates two phrases.
splitboolean–One file per phrase.
targetLufsnumber–Dialogue loudness; -18 LUFS is a common game VO target.

No output schema declared.

No examples provided.

font_tools_bitmap ~275

Bitmap font from a TTF/OTF: atlas PNG, BMFont .fnt with kerning, JSON and a preview of a sample line. Pixel mode snaps glyphs to whole pixels with no antialiasing. Price: $0.10 USDC via x402, charged only on success. Part of Font tools: Turn a TTF/OTF font into a bitmap font for games: crisp pixel-perfect glyphs for pixel art or smooth antialiased ones, Latin and Cyrillic, optional outline, atlas PNG plus AngelCode BMFont .fnt with kerning (Unity, Godot, Phaser, LibGDX) and JSON..

NameTypeReqDescription
charsstring–charset=custom: exactly these characters.
charsetstring––
colorstring–Glyph colour baked into the atlas (white lets the engine tint it).
fontstring–TTF or OTF file as base64.
fontUrlstring––
modestring–pixel: crisp, no antialiasing, for pixel art games; smooth: antialiased.
outlineinteger––
outlineColorstring––
paddinginteger––
samplestring––
sizeinteger–Pixel size (em).

No output schema declared.

No examples provided.

forge_help ~22

What Rengi Forge offers, prices and how payment works. Free.

Input schema present but exposes no named parameters.

No output schema declared.

No examples provided.

glb_optimizer_colliders ~241

Collision for a model: a set of convex hulls that hug the shape (V-HACD), ready for Godot (-convcolonly nodes), Unreal (UCX_ names) and Unity (convex MeshColliders via an editor script), plus hulls.json for any engine and a see-through overlay to check. Price: $0.15 USDC via x402, charged only on success. Part of GLB optimizer: Make a GLB small and fast for the web or mobile: dedup, instance, join, weld, simplify, resize and re-encode textures, meshopt or draco compression.

NameTypeReqDescription
enginestring––
glbstring––
glbUrlstring––
maxHullsinteger–Upper limit; the fewest hulls that fit the shape (within 3% of the volume the limit gives) are used.
maxVerticesPerHullinteger–64 keeps every hull valid for Unity convex MeshColliders (255 polygons).
resolutioninteger–Voxels used to read the shape; higher follows small details.

No output schema declared.

No examples provided.

glb_optimizer_convert ~269

Convert FBX, OBJ (zip with .mtl and textures), glTF (zip), STL, PLY, DAE or 3DS to one GLB: Y-up, in meters, materials and FBX animations kept. Returns the GLB, a report, a validator pass and a preview render. Price: $0.15 USDC via x402, charged only on success. Part of GLB optimizer: Make a GLB small and fast for the web or mobile: dedup, instance, join, weld, simplify, resize and re-encode textures, meshopt or draco compression.

NameTypeReqDescription
filestring–Model file as base64: FBX, GLB, STL, PLY, DAE, 3DS, or a ZIP holding an OBJ/glTF with its .mtl/.bin and textures.
fileNamestring–Original file name, helps tell the format apart.
fileUrlstring––
unitScale––Multiply sizes by this to get meters; auto reads FBX units and treats large STLs as millimeters.
upAxisstring–auto trusts FBX/glTF/DAE metadata, assumes Y-up for OBJ and Z-up for STL/PLY/3DS.

No output schema declared.

No examples provided.

glb_optimizer_inspect ~122

Inspect a GLB without changing it: triangles, draw calls, materials, texture memory, animations, glTF validator errors, and concrete suggestions to make it lighter. Price: $0.05 USDC via x402, charged only on success. Part of GLB optimizer: Make a GLB small and fast for the web or mobile: dedup, instance, join, weld, simplify, resize and re-encode textures, meshopt or draco compression.

NameTypeReqDescription
glbstring––
glbUrlstring––

No output schema declared.

No examples provided.

glb_optimizer_lod ~166

Generate a LOD chain from a GLB (default 100/50/25/10% of triangles) with locked borders so UV seams and silhouettes hold; one GLB per level, a side-by-side render and Unity LODGroup transition heights. Price: $0.20 USDC via x402, charged only on success. Part of GLB optimizer: Make a GLB small and fast for the web or mobile: dedup, instance, join, weld, simplify, resize and re-encode textures, meshopt or draco compression.

NameTypeReqDescription
glbstring––
glbUrlstring––
lockBorderboolean–Keep open edges and UV seams in place (recommended).
ratiosarray––

No output schema declared.

No examples provided.

glb_optimizer_optimize ~204

Shrink a GLB (up to 10 MB) for web or mobile: dedup, join draw calls, gentle simplify, textures to WebP at a max size, meshopt or Draco compression; before/after renders, size report and loader notes for three.js and Unity. Price: $0.20 USDC via x402, charged only on success. Part of GLB optimizer: Make a GLB small and fast for the web or mobile: dedup, instance, join, weld, simplify, resize and re-encode textures, meshopt or draco compression.

NameTypeReqDescription
compressionstring––
glbstring–Base64 GLB.
glbUrlstring––
maxTextureSizeinteger––
presetstring––
simplifyRationumber–Target share of triangles to keep (0 = only the error bound decides).
textureFormatstring––

No output schema declared.

No examples provided.

glb_optimizer_optimize_large ~186

Shrink a large GLB (up to 50 MB) for web or mobile, same pipeline as optimize: dedup, join, simplify, WebP textures, meshopt or Draco. Price: $0.50 USDC via x402, charged only on success. Part of GLB optimizer: Make a GLB small and fast for the web or mobile: dedup, instance, join, weld, simplify, resize and re-encode textures, meshopt or draco compression.

NameTypeReqDescription
compressionstring––
glbstring–Base64 GLB.
glbUrlstring––
maxTextureSizeinteger––
presetstring––
simplifyRationumber–Target share of triangles to keep (0 = only the error bound decides).
textureFormatstring––

No output schema declared.

No examples provided.

leaderboard_boards ~166

Create a board with 100,000 submissions and 365 days; returns keys and a ready JS snippet. Price: $1.00 USDC via x402, charged only on success. Part of Leaderboard: A leaderboard backend for a game in one paid call, no signup: buy a board (100,000 submissions, 1 year), get a board id, a submit key for the game client and an admin key.

NameTypeReqDescription
maxScorenumber––
minScorenumber––
namestringyes–
periodsarray––
signedboolean–Require HMAC-signed submissions (for games with a server).
sortstring–desc: higher is better; asc: lower is better (times)

No output schema declared.

No examples provided.

leaderboard_topup ~105

Add 100,000 submissions and 365 days to a board. Price: $1.00 USDC via x402, charged only on success. Part of Leaderboard: A leaderboard backend for a game in one paid call, no signup: buy a board (100,000 submissions, 1 year), get a board id, a submit key for the game client and an admin key.

NameTypeReqDescription
adminKeystringyes–
boardIdstringyes–

No output schema declared.

No examples provided.

level_design_catalog ~80

Ingest your prop catalog: footprint, height, pivot and category computed from each GLB. Returns a catalogId for place. Price: $0.50 USDC via x402, charged only on success. Part of Level design: Level dressing for 3D games.

NameTypeReqDescription
assetsarrayyes–
upAxisstring––

No output schema declared.

No examples provided.

level_design_place ~136

Dress a level: placements for every zone, previews and a 3D viewer link. Price: $1.00 USDC via x402, charged only on success. Part of Level design: Level dressing for 3D games.

NameTypeReqDescription
briefstring––
catalogobject––
catalogIdstring––
densitynumber––
heightmapobject––
layout–yes–
planobject–Optional: skip the planner and solve this plan exactly.
presetstring––
seed–––
targetEnginestring––

No output schema declared.

No examples provided.

level_design_place_2d ~133

Fill a 2D tilemap: terrain with proper corner transitions, decorations, obstacles and multi-tile stamps; Tiled .tmj, Unity Tilemap JSON and a preview. Price: $1.00 USDC via x402, charged only on success. Part of Level design: Level dressing for 3D games.

NameTypeReqDescription
briefstring––
densitynumber––
layout–yes–
planobject––
presetstring––
seed–––
tileRolesobjectyes–
tilesetobjectyes–

No output schema declared.

No examples provided.

level_design_revise ~124

Change a placed level by instruction or structured zone edits: denser or sparser, other assets, remove a kind of prop; untouched zones keep their exact transforms. It cannot cut an empty area inside a zone or move one object: for that, add a keep-clear zone to the layout and place again. Price: $0.50 USDC via x402, charged only on success. Part of Level design: Level dressing for 3D games.

NameTypeReqDescription
editsarray––
instructionstring––
jobIdstringyes–

No output schema declared.

No examples provided.

level_design_revise_2d ~83

Change a 2D map by instruction or zone edits; untouched zones keep their tiles. Price: $0.30 USDC via x402, charged only on success. Part of Level design: Level dressing for 3D games.

NameTypeReqDescription
editsarray––
instructionstring––
jobIdstringyes–

No output schema declared.

No examples provided.

sprite_tools_autotile ~358

Two terrain textures (grass over dirt, sand over water) to a full 47-tile autotile set with natural, seamless edges, outer and inner corners, plus ready rules: Tiled wang set, Godot 4 TileSet terrains, Unity Rule Tile (editor script), JSON, and a painted preview map. Price: $0.15 USDC via x402, charged only on success. Part of Sprite tools: 2D sprite jobs for games: cut sprites out of their background (exact for one-color backgrounds, AI for busy ones), turn animation videos into aligned sprite sheets, make normal maps for 2D lights, build 47-tile autotile sets with Tiled, Godot and Unity rules, slice a sheet into frames, pack frames into an atlas with TexturePacker and Unity metadata, and turn upscaled or AI-generated pixel art into real pixel art on its true grid with a limited palette..

NameTypeReqDescription
basestring–Base terrain texture (what is underneath: dirt, water), base64 PNG/JPEG/WebP.
baseUrlstring––
edgestring–soft for painted styles, crisp for pixel art.
edgeWidthnumber–How deep the transition sits into a tile, as a fraction of the tile.
rimboolean–crisp only: a dark 1 px outline on the top terrain's edge.
roughnessnumber–0 = straight edges, 1 = very irregular.
seedinteger––
tileSizeinteger––
topstring–Top terrain texture (what you paint: grass, sand), base64.
topUrlstring––

No output schema declared.

No examples provided.

sprite_tools_normal_map ~274

Normal map for a sprite or sprite sheet, for 2D lights in Unity URP 2D and Godot: a rounded bevel from the silhouette plus surface detail, alpha kept, OpenGL or DirectX; a height map and a preview lit by a moving light. Price: $0.05 USDC via x402, charged only on success. Part of Sprite tools: 2D sprite jobs for games: cut sprites out of their background (exact for one-color backgrounds, AI for busy ones), turn animation videos into aligned sprite sheets, make normal maps for 2D lights, build 47-tile autotile sets with Tiled, Godot and Unity rules, slice a sheet into frames, pack frames into an atlas with TexturePacker and Unity metadata, and turn upscaled or AI-generated pixel art into real pixel art on its true grid with a limited palette..

NameTypeReqDescription
bevelnumber–Rim width in pixels; from the sprite size when omitted.
conventionstring–opengl (green up) for Unity and Godot.
detailnumber–How much surface detail from the colors goes into the bumps.
imagestring–Base64 PNG sprite or sheet with transparency.
imageUrlstring––
strengthnumber––

No output schema declared.

No examples provided.

sprite_tools_pack ~202

Pack frames into one atlas (MaxRects) with padding and edge extrusion; TexturePacker JSON and Unity JSON. Price: $0.05 USDC via x402, charged only on success. Part of Sprite tools: 2D sprite jobs for games: cut sprites out of their background (exact for one-color backgrounds, AI for busy ones), turn animation videos into aligned sprite sheets, make normal maps for 2D lights, build 47-tile autotile sets with Tiled, Godot and Unity rules, slice a sheet into frames, pack frames into an atlas with TexturePacker and Unity metadata, and turn upscaled or AI-generated pixel art into real pixel art on its true grid with a limited palette..

NameTypeReqDescription
extrudeinteger––
framesarrayyes–
maxSizeinteger––
paddinginteger––
powerOfTwoboolean––
trimboolean––

No output schema declared.

No examples provided.

sprite_tools_pixelate ~226

Clean pixel art: find the true pixel grid, downscale to it, snap to a palette, hard alpha. Price: $0.10 USDC via x402, charged only on success. Part of Sprite tools: 2D sprite jobs for games: cut sprites out of their background (exact for one-color backgrounds, AI for busy ones), turn animation videos into aligned sprite sheets, make normal maps for 2D lights, build 47-tile autotile sets with Tiled, Godot and Unity rules, slice a sheet into frames, pack frames into an atlas with TexturePacker and Unity metadata, and turn upscaled or AI-generated pixel art into real pixel art on its true grid with a limited palette..

NameTypeReqDescription
alphaThresholdinteger––
colorsinteger––
imagestring–Base64 PNG, JPEG or WebP.
imageUrlstring––
palettearray–Hex colors to snap to.
scaleinteger–Size of one art pixel in image pixels; detected when omitted.

No output schema declared.

No examples provided.

sprite_tools_remove_bg ~290

Cut a sprite, prop or character out of its background: exact keying for one-color backgrounds (text and holes too), AI segmentation for busy ones; clean edges with no halo, trimmed, with a pivot. AI mode handles one main subject, not text on photos. Price: $0.05 USDC via x402, charged only on success. Part of Sprite tools: 2D sprite jobs for games: cut sprites out of their background (exact for one-color backgrounds, AI for busy ones), turn animation videos into aligned sprite sheets, make normal maps for 2D lights, build 47-tile autotile sets with Tiled, Godot and Unity rules, slice a sheet into frames, pack frames into an atlas with TexturePacker and Unity metadata, and turn upscaled or AI-generated pixel art into real pixel art on its true grid with a limited palette..

NameTypeReqDescription
imagestring–Base64 PNG, JPEG or WebP.
imageUrlstring––
keepstring–main: only the main subject and what touches it; all: everything that is not background. auto: all for flat backgrounds, main after AI.
modestring–auto: flat key when the border is one color, AI segmentation otherwise.
paddinginteger––
pivotstring––
trimboolean––

No output schema declared.

No examples provided.

sprite_tools_slice ~271

Cut a sprite sheet into frames by grid or by transparent gaps; frame PNGs plus a ZIP. Price: $0.05 USDC via x402, charged only on success. Part of Sprite tools: 2D sprite jobs for games: cut sprites out of their background (exact for one-color backgrounds, AI for busy ones), turn animation videos into aligned sprite sheets, make normal maps for 2D lights, build 47-tile autotile sets with Tiled, Godot and Unity rules, slice a sheet into frames, pack frames into an atlas with TexturePacker and Unity metadata, and turn upscaled or AI-generated pixel art into real pixel art on its true grid with a limited palette..

NameTypeReqDescription
cellHeightinteger––
cellWidthinteger––
colsinteger––
imagestring–Base64 PNG, JPEG or WebP.
imageUrlstring––
margininteger––
mergeDistanceinteger–auto mode: islands closer than this merge into one sprite
minAreainteger–auto mode: ignore islands smaller than this many pixels
modestring––
rowsinteger––
spacinginteger––
trimboolean––

No output schema declared.

No examples provided.

sprite_tools_video_to_sheet ~317

Turn an animation video or GIF (from Kling, Veo, Sora or a capture) into a sprite sheet: frames at your fps, background removed, every frame aligned to one box and pivot so it does not jitter, the best loop point, TexturePacker JSON, Godot SpriteFrames and a GIF preview. Price: $0.15 USDC via x402, charged only on success. Part of Sprite tools: 2D sprite jobs for games: cut sprites out of their background (exact for one-color backgrounds, AI for busy ones), turn animation videos into aligned sprite sheets, make normal maps for 2D lights, build 47-tile autotile sets with Tiled, Godot and Unity rules, slice a sheet into frames, pack frames into an atlas with TexturePacker and Unity metadata, and turn upscaled or AI-generated pixel art into real pixel art on its true grid with a limited palette..

NameTypeReqDescription
backgroundstring–auto: keep the video's own transparency, key a one-color background, or use AI (max 24 frames).
columnsinteger––
endnumber––
fpsnumber––
frameSizeinteger–Longest side of one frame.
maxFramesinteger––
pixelArtboolean–Scale with nearest neighbour.
startnumber––
videostring–Base64 MP4, WebM, MOV or GIF.
videoUrlstring––

No output schema declared.

No examples provided.

store_assets_icons ~205

App icons from one square art: iOS 1024 with Contents.json, Android adaptive icon layers at every density plus legacy and Play Store 512, and web favicons with a manifest snippet. Preview with the masks launchers apply. Price: $0.10 USDC via x402, charged only on success. Part of Store assets: Release art from one key art: every Steam store and library capsule at the exact required size with your logo placed per Steam's rules (never on the Library Hero), and full icon sets for iOS, Android adaptive icons, Google Play and the web..

NameTypeReqDescription
artobjectyesSquare artwork, at least 1024x1024. Used as is for iOS and legacy icons.
backgroundstring–Android adaptive background colour; sampled from the art's edge when omitted.
foregroundobject–Android adaptive icon foreground with transparency; the art is used when omitted.
namestring––

No output schema declared.

No examples provided.

store_assets_steam ~214

Every Steam store and library capsule from one key art at the exact required sizes: logo composited per Steam rules, Library Hero without logo, separate transparent Library Logo, page background, a contact sheet and a ZIP. Price: $0.20 USDC via x402, charged only on success. Part of Store assets: Release art from one key art: every Steam store and library capsule at the exact required size with your logo placed per Steam's rules (never on the Library Hero), and full icon sets for iOS, Android adaptive icons, Google Play and the web..

NameTypeReqDescription
dimBackgroundnumber–How much to darken the page background so text stays readable.
heroArtobject–Artwork for the Library Hero with no logo or text; key art is used when omitted.
keyArtobjectyesYour main artwork, ideally without text, at least 1920 px wide.
logoobject–Game logo with a transparent background. Steam wants it on every capsule.

No output schema declared.

No examples provided.

store_assets_stores ~232

One key art and logo to the store images beyond Steam: itch.io cover 630x500, Google Play feature graphic 1024x500, Epic landscape 2560x1440 and portrait 1200x1600; gameplay screenshots fitted to Google Play 1920x1080 and App Store iPhone 6.9", 6.3" and iPad 13" sizes without stretching, no alpha where stores reject it. Price: $0.20 USDC via x402, charged only on success. Part of Store assets: Release art from one key art: every Steam store and library capsule at the exact required size with your logo placed per Steam's rules (never on the Library Hero), and full icon sets for iOS, Android adaptive icons, Google Play and the web..

NameTypeReqDescription
keyArtobjectyesMain artwork without text, at least 1920 px wide.
logoobject–Game logo with a transparent background.
screenshotsarray–Gameplay screenshots to fit to Google Play and App Store sizes.
storesarray––

No output schema declared.

No examples provided.

texture_tools_atlas ~177

Pack textures into one atlas with edge-filled gutters so mipmaps do not bleed; UV rects for bottom-left (Unity, OpenGL) and top-left (DirectX, Unreal) origins. Price: $0.05 USDC via x402, charged only on success. Part of Texture tools: Turn a picture into a game-ready material: seamless tiling without visible seams or light bands, PBR maps (normal for Unity and Unreal, height, roughness, AO) from one image, channel packing for Unreal ORM and Unity masks, and texture atlases with mip-safe gutters.

NameTypeReqDescription
maxSizeinteger––
paddinginteger–Gutter around each texture, filled with its edge pixels so mipmaps do not bleed.
powerOfTwoboolean––
texturesarrayyes–

No output schema declared.

No examples provided.

texture_tools_pack ~202

Pack grayscale maps into one texture for an engine preset: Unreal ORM, Unity URP metallic/smoothness, Unity HDRP mask map. Missing maps get sensible constants. Price: $0.05 USDC via x402, charged only on success. Part of Texture tools: Turn a picture into a game-ready material: seamless tiling without visible seams or light bands, PBR maps (normal for Unity and Unreal, height, roughness, AO) from one image, channel packing for Unreal ORM and Unity masks, and texture atlases with mip-safe gutters.

NameTypeReqDescription
aoobject––
detailobject––
metallicobject––
presetstringyes–
roughnessobject––
sizeinteger–Output side; default is the largest input.
smoothnessobject–Give roughness or smoothness; the other is derived (smoothness = 1 - roughness).

No output schema declared.

No examples provided.

texture_tools_pbr ~230

PBR maps from one albedo image: normal (OpenGL for Unity/three.js and DirectX for Unreal), 16-bit height, roughness and ambient occlusion, plus a lit preview. Price: $0.15 USDC via x402, charged only on success. Part of Texture tools: Turn a picture into a game-ready material: seamless tiling without visible seams or light bands, PBR maps (normal for Unity and Unreal, height, roughness, AO) from one image, channel packing for Unreal ORM and Unity masks, and texture atlases with mip-safe gutters.

NameTypeReqDescription
delightboolean––
heightobject–Optional height map you already have.
imagestring–Albedo (base color) texture as base64 (PNG, JPEG or WebP).
imageUrlstring–Albedo (base color) texture as a URL.
invertHeightboolean–Set when dark areas are raised (e.g. light grout between dark stones).
normalStrengthnumber––
roughness–––

No output schema declared.

No examples provided.

texture_tools_seamless ~207

Make a texture tile without visible seams: removes baked lighting, hides the seam along the path where the image already matches. Returns the tile and a 2x2 preview. Price: $0.10 USDC via x402, charged only on success. Part of Texture tools: Turn a picture into a game-ready material: seamless tiling without visible seams or light bands, PBR maps (normal for Unity and Unreal, height, roughness, AO) from one image, channel packing for Unreal ORM and Unity masks, and texture atlases with mip-safe gutters.

NameTypeReqDescription
blendWidthnumber–Overlap used to hide the seam, as a fraction of the size. The tile is smaller by this much.
delightboolean–Remove baked light/dark gradients first so the tile does not show bands.
imagestring–Texture as base64 (PNG, JPEG or WebP).
imageUrlstring–Texture as a URL.

No output schema declared.

No examples provided.

Install

How do I install the Rengi Forge MCP server?

Rengi Forge is a hosted endpoint at https://rengi.dev/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 · rengi.dev

# add to Claude Code
claude mcp add --transport http mrrengi-rengi-forge 'https://rengi.dev/mcp'
Common questions

What is the Rengi Forge MCP server?

Rengi Forge is an MCP server listed in the public MCP registry as io.github.MRRengi/rengi-forge. Gamedev tools for AI agents: level design, renders, sprites, GLB optimizer. Pay per call with x402. This page covers its hosted endpoint (https://rengi.dev/mcp).

Is the Rengi Forge MCP server safe to use?

Rengi Forge scores 58 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 Rengi Forge MCP server expose?

Rengi Forge exposes 36 tools: forge_help, level_design_catalog, level_design_place, level_design_revise, level_design_place_2d, and 31 more. Their descriptions and schemas cost roughly 7,027 tokens of context every time the server is loaded.

Does the Rengi Forge MCP server require authentication?

No. We connected to Rengi Forge without credentials and it answered, so anything it exposes is reachable by anyone who knows the address.

Is the Rengi Forge MCP server still maintained?

Rengi Forge is still listed as active in the MCP registry. We last reached this channel on 23 October 2026. Those dates come from our own scans of the registry and the channel itself, not from anything the publisher announced.