# Rengi Forge (remote · rengi.dev)

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

- Trust score: 58/100 (low)
- Registry status: active
- Liveness: live
- Owner verified: no
- Last scored: 2026-10-23

## Components

- remote · `rengi.dev`: 58/100 (this document), [markdown](https://verifymcp.io/servers/mrrengi-rengi-forge/rengi.md), [page](https://verifymcp.io/servers/mrrengi-rengi-forge/rengi)

## Channel facts

- Endpoint: `https://rengi.dev/mcp`
- Transports: `streamable-http`
- Auth: `none`
- Version: `0.1.0`

## 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 2026-10-23.

- **Endpoint Security**: 57/100
  - The endpoint's TLS certificate is valid, in date, and uses a strong key.
  - Authorisation not fully verified: no authorisation is required to call this server, and 36 tool(s) never declared a destructiveHint. The MCP spec treats an absent hint as destructive by default, so we cannot call this surface safe.
  - 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.
- **Transport & Reachability**: 100/100
  - Verified streamable-http transport via a live MCP handshake.
- **Schema Quality & AI Usability**: 49/100
  - AI-judged instruction clarity (fair).
  - 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.
  - 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**: 79/100
  - 100% of tools have a non-trivial description (not blank, and not just the tool's name).
  - 38% of tool parameters carry a description.
- **Tool Safety**: 75/100
  - No prompt-injection markers were found in the server instructions, tool names or descriptions we captured.
  - 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.
  - An AI judge read all 36 captured unit(s) of tool text and found none that tries to manipulate the model reading it.
- **Capabilities**: 100/100
  - Implements a supported MCP spec version (2025-11-25); the latest is 2026-07-28.

## 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.

### Claude

```bash
claude mcp add --transport http mrrengi-rengi-forge 'https://rengi.dev/mcp'
```

### Cursor

```json
{
  "mcpServers": {
    "mrrengi-rengi-forge": {
      "url": "https://rengi.dev/mcp"
    }
  }
}
```

### VS Code

```json
{
  "servers": {
    "mrrengi-rengi-forge": {
      "type": "http",
      "url": "https://rengi.dev/mcp"
    }
  }
}
```

### Codex

```toml
[mcp_servers.mrrengi-rengi-forge]
url = "https://rengi.dev/mcp"
```

### opencode

```json
{
  "$schema": "https://opencode.ai/config.json",
  "mcp": {
    "mrrengi-rengi-forge": {
      "type": "remote",
      "url": "https://rengi.dev/mcp",
      "enabled": true
    }
  }
}
```

### OpenClaw

```bash
openclaw mcp add mrrengi-rengi-forge --url 'https://rengi.dev/mcp' --transport streamable-http
```

### Hermes

```yaml
mcp_servers:
  mrrengi-rengi-forge:
    url: "https://rengi.dev/mcp"
```

### Netclaw

```json
{
  "McpServers": {
    "mrrengi-rengi-forge": {
      "Transport": "http",
      "Url": "https://rengi.dev/mcp"
    }
  }
}
```

### Vellum

```bash
assistant mcp add mrrengi-rengi-forge -t streamable-http -u 'https://rengi.dev/mcp'
```

### Other

```json
{
  "mcpServers": {
    "mrrengi-rengi-forge": {
      "type": "http",
      "url": "https://rengi.dev/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.

### 2026-10-23 (score 58, +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.

### 2026-10-22 (score 57, 0)

- [security] 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
- [cosmetic] “sprite_tools_pixelate” reworded the description of “image”
- [cosmetic] “sprite_tools_slice” reworded the description of “image”

### 2026-10-21 (score 57, −1)

- [security] 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
- [functional regression] Schema quality: 128 → 190
- [functional improvement] Tool coverage: 18% → 38%
- [functional improvement] 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”

### 2026-10-20 (score 58)

First indexed and scored.

## MCP tools (36)

### `forge_help` (~22 tokens)

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

### `level_design_catalog` (~80 tokens)

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.

Input parameters:

- `assets` (array, required)
- `upAxis` (string)

### `level_design_place` (~136 tokens)

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.

Input parameters:

- `brief` (string)
- `catalog` (object)
- `catalogId` (string)
- `density` (number)
- `heightmap` (object)
- `layout` (required)
- `plan` (object): Optional: skip the planner and solve this plan exactly.
- `preset` (string)
- `seed`
- `targetEngine` (string)

### `level_design_revise` (~124 tokens)

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.

Input parameters:

- `edits` (array)
- `instruction` (string)
- `jobId` (string, required)

### `level_design_place_2d` (~133 tokens)

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.

Input parameters:

- `brief` (string)
- `density` (number)
- `layout` (required)
- `plan` (object)
- `preset` (string)
- `seed`
- `tileRoles` (object, required)
- `tileset` (object, required)

### `level_design_revise_2d` (~83 tokens)

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.

Input parameters:

- `edits` (array)
- `instruction` (string)
- `jobId` (string, required)

### `asset_render_views` (~138 tokens)

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.

Input parameters:

- `background` (string)
- `glb` (string): Base64 GLB.
- `glbUrl` (string)
- `size` (number)
- `upAxis` (string)

### `asset_render_turntable` (~129 tokens)

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.

Input parameters:

- `frames` (integer)
- `glb` (string): Base64 GLB.
- `glbUrl` (string)
- `size` (number)
- `upAxis` (string)

### `asset_render_sprites` (~151 tokens)

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.

Input parameters:

- `cellSize` (integer)
- `directions` (number)
- `elevationDeg` (number)
- `glb` (string): Base64 GLB.
- `glbUrl` (string)
- `pixelArt` (boolean)
- `upAxis` (string)

### `sprite_tools_slice` (~271 tokens)

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..

Input parameters:

- `cellHeight` (integer)
- `cellWidth` (integer)
- `cols` (integer)
- `image` (string): Base64 PNG, JPEG or WebP.
- `imageUrl` (string)
- `margin` (integer)
- `mergeDistance` (integer): auto mode: islands closer than this merge into one sprite
- `minArea` (integer): auto mode: ignore islands smaller than this many pixels
- `mode` (string)
- `rows` (integer)
- `spacing` (integer)
- `trim` (boolean)

### `sprite_tools_pack` (~202 tokens)

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..

Input parameters:

- `extrude` (integer)
- `frames` (array, required)
- `maxSize` (integer)
- `padding` (integer)
- `powerOfTwo` (boolean)
- `trim` (boolean)

### `sprite_tools_pixelate` (~226 tokens)

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..

Input parameters:

- `alphaThreshold` (integer)
- `colors` (integer)
- `image` (string): Base64 PNG, JPEG or WebP.
- `imageUrl` (string)
- `palette` (array): Hex colors to snap to.
- `scale` (integer): Size of one art pixel in image pixels; detected when omitted.

### `sprite_tools_remove_bg` (~290 tokens)

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..

Input parameters:

- `image` (string): Base64 PNG, JPEG or WebP.
- `imageUrl` (string)
- `keep` (string): main: only the main subject and what touches it; all: everything that is not background. auto: all for flat backgrounds, main after AI.
- `mode` (string): auto: flat key when the border is one color, AI segmentation otherwise.
- `padding` (integer)
- `pivot` (string)
- `trim` (boolean)

### `sprite_tools_video_to_sheet` (~317 tokens)

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..

Input parameters:

- `background` (string): auto: keep the video's own transparency, key a one-color background, or use AI (max 24 frames).
- `columns` (integer)
- `end` (number)
- `fps` (number)
- `frameSize` (integer): Longest side of one frame.
- `maxFrames` (integer)
- `pixelArt` (boolean): Scale with nearest neighbour.
- `start` (number)
- `video` (string): Base64 MP4, WebM, MOV or GIF.
- `videoUrl` (string)

### `sprite_tools_normal_map` (~274 tokens)

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..

Input parameters:

- `bevel` (number): Rim width in pixels; from the sprite size when omitted.
- `convention` (string): opengl (green up) for Unity and Godot.
- `detail` (number): How much surface detail from the colors goes into the bumps.
- `image` (string): Base64 PNG sprite or sheet with transparency.
- `imageUrl` (string)
- `strength` (number)

### `sprite_tools_autotile` (~358 tokens)

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..

Input parameters:

- `base` (string): Base terrain texture (what is underneath: dirt, water), base64 PNG/JPEG/WebP.
- `baseUrl` (string)
- `edge` (string): soft for painted styles, crisp for pixel art.
- `edgeWidth` (number): How deep the transition sits into a tile, as a fraction of the tile.
- `rim` (boolean): crisp only: a dark 1 px outline on the top terrain's edge.
- `roughness` (number): 0 = straight edges, 1 = very irregular.
- `seed` (integer)
- `tileSize` (integer)
- `top` (string): Top terrain texture (what you paint: grass, sand), base64.
- `topUrl` (string)

### `glb_optimizer_optimize` (~204 tokens)

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.

Input parameters:

- `compression` (string)
- `glb` (string): Base64 GLB.
- `glbUrl` (string)
- `maxTextureSize` (integer)
- `preset` (string)
- `simplifyRatio` (number): Target share of triangles to keep (0 = only the error bound decides).
- `textureFormat` (string)

### `glb_optimizer_optimize_large` (~186 tokens)

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.

Input parameters:

- `compression` (string)
- `glb` (string): Base64 GLB.
- `glbUrl` (string)
- `maxTextureSize` (integer)
- `preset` (string)
- `simplifyRatio` (number): Target share of triangles to keep (0 = only the error bound decides).
- `textureFormat` (string)

### `glb_optimizer_inspect` (~122 tokens)

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.

Input parameters:

- `glb` (string)
- `glbUrl` (string)

### `glb_optimizer_convert` (~269 tokens)

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.

Input parameters:

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

### `glb_optimizer_lod` (~166 tokens)

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.

Input parameters:

- `glb` (string)
- `glbUrl` (string)
- `lockBorder` (boolean): Keep open edges and UV seams in place (recommended).
- `ratios` (array)

### `glb_optimizer_colliders` (~241 tokens)

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.

Input parameters:

- `engine` (string)
- `glb` (string)
- `glbUrl` (string)
- `maxHulls` (integer): Upper limit; the fewest hulls that fit the shape (within 3% of the volume the limit gives) are used.
- `maxVerticesPerHull` (integer): 64 keeps every hull valid for Unity convex MeshColliders (255 polygons).
- `resolution` (integer): Voxels used to read the shape; higher follows small details.

### `texture_tools_seamless` (~207 tokens)

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.

Input parameters:

- `blendWidth` (number): Overlap used to hide the seam, as a fraction of the size. The tile is smaller by this much.
- `delight` (boolean): Remove baked light/dark gradients first so the tile does not show bands.
- `image` (string): Texture as base64 (PNG, JPEG or WebP).
- `imageUrl` (string): Texture as a URL.

### `texture_tools_pbr` (~230 tokens)

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.

Input parameters:

- `delight` (boolean)
- `height` (object): Optional height map you already have.
- `image` (string): Albedo (base color) texture as base64 (PNG, JPEG or WebP).
- `imageUrl` (string): Albedo (base color) texture as a URL.
- `invertHeight` (boolean): Set when dark areas are raised (e.g. light grout between dark stones).
- `normalStrength` (number)
- `roughness`

### `texture_tools_pack` (~202 tokens)

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.

Input parameters:

- `ao` (object)
- `detail` (object)
- `metallic` (object)
- `preset` (string, required)
- `roughness` (object)
- `size` (integer): Output side; default is the largest input.
- `smoothness` (object): Give roughness or smoothness; the other is derived (smoothness = 1 - roughness).

### `texture_tools_atlas` (~177 tokens)

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.

Input parameters:

- `maxSize` (integer)
- `padding` (integer): Gutter around each texture, filled with its edge pixels so mipmaps do not bleed.
- `powerOfTwo` (boolean)
- `textures` (array, required)

### `audio_tools_clean` (~244 tokens)

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.

Input parameters:

- `audio` (string): Audio file as base64 (wav, mp3, ogg, flac, m4a).
- `audioUrl` (string): Audio file URL.
- `format` (string)
- `kind` (string): Sets the loudness target and channel default: sfx -16 LUFS mono, music -18 stereo, ambience -20 stereo, voice -16 mono.
- `mono` (boolean)
- `sampleRate` (number)
- `silenceThresholdDb` (number)
- `targetLufs` (number)
- `trimSilence` (boolean)

### `audio_tools_loop` (~190 tokens)

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.

Input parameters:

- `audio` (string): Audio file as base64 (wav, mp3, ogg, flac, m4a).
- `audioUrl` (string): Audio file URL.
- `crossfadeMs` (number)
- `endSec` (number)
- `format` (string)
- `mono` (boolean)
- `startSec` (number)

### `audio_tools_variations` (~201 tokens)

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.

Input parameters:

- `audio` (string): Audio file as base64 (wav, mp3, ogg, flac, m4a).
- `audioUrl` (string): Audio file URL.
- `count` (integer)
- `format` (string)
- `mono` (boolean)
- `pitchSemitones` (number): Max pitch change either way.
- `seed` (integer)
- `volumeDb` (number): Max volume change either way.

### `audio_tools_voice` (~257 tokens)

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.

Input parameters:

- `audio` (string): Audio file as base64 (wav, mp3, ogg, flac, m4a).
- `audioUrl` (string): Audio file URL.
- `denoise` (number): 0 gentle, 1 strong. Strong denoising can make a voice sound metallic.
- `format` (string)
- `minSilenceMs` (integer): A pause at least this long separates two phrases.
- `split` (boolean): One file per phrase.
- `targetLufs` (number): Dialogue loudness; -18 LUFS is a common game VO target.

### `store_assets_steam` (~214 tokens)

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..

Input parameters:

- `dimBackground` (number): How much to darken the page background so text stays readable.
- `heroArt` (object): Artwork for the Library Hero with no logo or text; key art is used when omitted.
- `keyArt` (object, required): Your main artwork, ideally without text, at least 1920 px wide.
- `logo` (object): Game logo with a transparent background. Steam wants it on every capsule.

### `store_assets_icons` (~205 tokens)

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..

Input parameters:

- `art` (object, required): Square artwork, at least 1024x1024. Used as is for iOS and legacy icons.
- `background` (string): Android adaptive background colour; sampled from the art's edge when omitted.
- `foreground` (object): Android adaptive icon foreground with transparency; the art is used when omitted.
- `name` (string)

### `store_assets_stores` (~232 tokens)

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..

Input parameters:

- `keyArt` (object, required): Main artwork without text, at least 1920 px wide.
- `logo` (object): Game logo with a transparent background.
- `screenshots` (array): Gameplay screenshots to fit to Google Play and App Store sizes.
- `stores` (array)

### `font_tools_bitmap` (~275 tokens)

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..

Input parameters:

- `chars` (string): charset=custom: exactly these characters.
- `charset` (string)
- `color` (string): Glyph colour baked into the atlas (white lets the engine tint it).
- `font` (string): TTF or OTF file as base64.
- `fontUrl` (string)
- `mode` (string): pixel: crisp, no antialiasing, for pixel art games; smooth: antialiased.
- `outline` (integer)
- `outlineColor` (string)
- `padding` (integer)
- `sample` (string)
- `size` (integer): Pixel size (em).

### `leaderboard_boards` (~166 tokens)

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.

Input parameters:

- `maxScore` (number)
- `minScore` (number)
- `name` (string, required)
- `periods` (array)
- `signed` (boolean): Require HMAC-signed submissions (for games with a server).
- `sort` (string): desc: higher is better; asc: lower is better (times)

### `leaderboard_topup` (~105 tokens)

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.

Input parameters:

- `adminKey` (string, required)
- `boardId` (string, required)

## Diagnostics

Captured diagnostic sections: TLS, DNSSEC, Authorisation, Transports. The full working is on the page: https://verifymcp.io/servers/mrrengi-rengi-forge/rengi#diagnostics

## Score history

- 2026-10-23: 58
- 2026-10-22: 57
- 2026-10-21: 57
- 2026-10-20: 58

## 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.

## Links

- Remote endpoint: https://rengi.dev/mcp
- Changelog RSS feed: https://verifymcp.io/servers/mrrengi-rengi-forge/rengi.xml
- Changelog JSON feed: https://verifymcp.io/servers/mrrengi-rengi-forge/rengi.json
- HTML version of this page: https://verifymcp.io/servers/mrrengi-rengi-forge/rengi
