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Steamworks Release Assistant

PYPI · STEAMWORKS-MCP

Put a game on Steam: store page, achievements, Valve-rule checks, market data, Steamworks.

Available components

+7 this week 76 Trust /100

Last scanned (1 hour ago)

Scores higher than 76% of PyPI servers

Category CI/CD and DevOps

Trust breakdown (7 categories)

How this component scores in each security and reliability category. Every signal is checked automatically from public evidence about the published package, including repeated runs of it in an isolated sandbox, and we only credit what we can confirm. How we score → Why this is hard to score →

Supply Chain Security100
  • No malware found by supply-chain analysis.Pass
  • No known CVEs affecting this package version or its production dependencies.Pass
  • Runs hatchling.build at install time, a recognised build step with no custom scripting around it. View diagnostics → Pass
  • 1 of 33 dependencies flagged as unhealthy. View diagnostics → Partial
Provenance & Transparency45
Schema Quality & AI Usability82
  • 100% of prompts and resources have a non-trivial description (not blank, and not just the item's name).Pass
  • AI-judged instruction clarity (excellent).Pass
  • Context-footprint check failed: tool/resource definitions use about 5326 tokens (~143/item across 37 items; 35 tools + 2 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 Management47
  • Stability observed for 14 of 30 days with no destabilising changes; credit accrues until the full window elapses.Partial
Tool Coverage71
  • 100% of tools have a non-trivial description (not blank, and not just the tool's name).Pass
  • 0% of tool parameters carry a description.Fail
  • Structured output schemas are declared (100% of tools); any adoption earns full credit.Pass
Tool Safety100
  • No prompt-injection markers were found in the server instructions, tool names or descriptions we captured.Pass
  • We read all 35 captured tool definition(s), and no name or description among them implies an irreversible operation.Pass
  • An AI judge read all 37 captured unit(s) of tool text and found none that tries to manipulate the model reading it.Pass
Capabilities100
  • Implements a current MCP spec version (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.

  • 17 Oct 26 +1

    No change was recorded against any check on this day. Stability & Change Management went from 43 to 47. That category is still filling its 30-day observation window: 13 days of observed history at the previous scan, 14 at this one. The score rises as the window fills, whether or not the server changes.

  • 14 Oct 26 +36
    • Injection markers: unverified → pass ▲ security
    • Tool coverage: unverified → 100 ▲ functional
    • Schema quality: unverified → 100 ▲ functional
    • Stability: unverified → 0.37 ▲ functional
    • MCP protocol: unverified → pass ▲ functional
    • Package version: 0.3.1 → 0.3.2 functional
  • 13 Oct 26 +15
    • Malware scan: unverified → pass ▲ security
    • Package version: 0.3.1 → 0.3.2 functional
  • 12 Oct 26 −45
    • Malware scan: pass → unverified ▼ security
    • Tool safety: pass → unverified ▼ security
    • Stability: Stability not yet verified: we do not have a sandbox capture of the MCP schema this version of the package serves yet. security
    • Capabilities: pass → unverified ▼ functional
    • Tool coverage: 100 → unverified ▼ functional
    • Schema quality: 100 → unverified ▼ functional
    • Package version: 0.3.1 → 0.3.2 functional
  • 4 Oct 26 +15
    • Malware scan: unverified → pass ▲ security
  • 3 Oct 26 54

    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 17 Oct 2026 · Analysed pypi/steamworks-mcp@0.3.2

Provenance No attestation

The registry publishes no build provenance for this version, so there is nothing to verify.

Result No attestation
Ecosystem pypi
Reason No attestation published

Background: How many MCP packages publish verified provenance →

Install scripts 1 script
Hook Tier Command
build_backend allowlisted hatchling.build

Background: Why install scripts are a supply-chain risk →

Dependencies 33 packages
Packages resolved 33
No linked repository 1
Tree resolution Complete

Background: SBOMs and build attestations, explained →

MCP tools · 35 exposed · ~4,972 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
apply ~491

Make Steam match the approved values of one section. Always call with dry_run=true first and show the user the changes; write (dry_run=false, user_confirmed=true) only after they agreed. Nothing is ever published: BROWSER writes are drafts the user reviews and publishes in Steamworks. The one exception is "store_tags": Steam applies tags at once, so it also needs goes_live_now=true, and only after the user agreed to exactly that. Sections: "leaderboards" (Web API, publisher key), "build" (uploads the SteamPipe scripts with steamcmd), and with the BROWSER mode: "cloud", "installation", "achievements" (main game), "store_text" (short and long description in every approved language), "store_page" (the store page form: links, support info, legal line, system requirements, platforms, language table, genres, categories, third-party DRM/accounts; empty fields never clear Steam's), "store_assets" (uploads prepare_images' capsules and library images into the slots Steam has no image for yet; never replaces one, and also sets the library logo position), "depots" (OS, architecture and language of depots that already exist, through the Depots page's own Save), "store_tags" (store.tags in order, through the Tag Wizard; live at once; community tags are never removed). Every call saves a snapshot of what Steam had first. Args: path: Folder that holds steamworks.yaml. section: What to apply. app: main, demo or playtest (each has its own app id). dry_run: Only show the differences (default). user_confirmed: The user saw the dry-run changes and agreed. remove_extra: Also delete rows that exist only in Steam. Only when the user explicitly asks for it. upload_icons: achievements: also upload the icons (prepared from achievements.*.icon). goes_live_now: store_tags: the user agreed that the tags go live on the store at once.

NameTypeReqDescription
appstring––
dry_runboolean––
goes_live_nowboolean––
pathstringyes–
remove_extraboolean––
sectionstringyes–
upload_iconsboolean––
user_confirmedboolean––

Structured output declared, but exposes no named fields.

No examples provided.

approve_fields ~63

Mark values as approved by the user (after showing them). Patterns work: "achievements.*.name". A section approves everything under it: "apps.main.cloud". Never approve without the user's agreement.

NameTypeReqDescription
fieldsarrayyes–
pathstringyes–

Structured output declared, but exposes no named fields.

No examples provided.

check_code ~223

Check the game's own code, engine settings and SteamPipe scripts against Steamworks rules (read-only): app ids (480, mismatches), the SDK start (result checked, restart through Steam, callbacks, shutdown), stats and achievements (StoreStats, names that steamworks.yaml does not define), keys and Steam login files in the project, build scripts (setlive default, missing paths, steam_appid.txt in builds), Steam Deck (fixed resolution, no gamepad input, anti-cheat), saves (PlayerPrefs, Windows paths, BinaryFormatter) and networking (old P2P API, unverified auth tickets). Every finding has a file, a line and a fix; a secret is never shown. Args: path: The game's folder (with steamworks.yaml). source_dir: The engine project folder, when it is not `path` itself. rules: Only these rule or group ids (get_spec_info("code_rules") lists them).

NameTypeReqDescription
pathstringyes–
rules–––
source_dir–––

Structured output declared, but exposes no named fields.

No examples provided.

compare_games ~111

Compare games side by side: price, reviews, positive share, players right now, release, modes, and which Steam features most of them use. Default: the games of the market study (study_market) plus this game once it is on the store. Args: path: The game's folder, to compare with its market study. appids: Games to compare instead (store_lookup finds app ids by name). At most 15.

NameTypeReqDescription
appids–––
path–––

Structured output declared, but exposes no named fields.

No examples provided.

estimate_sales ~128

Rough copies sold for close games, from their review counts, and, with `wishlists`, a first-week range for this game at its base price and launch discount. Rules of thumb with every assumption listed, never a forecast. Default games: the market study's. Args: path: The game's folder (its market study and price). appids: Games to estimate instead. wishlists: This game's wishlists on release day, if the user knows them (Steamworks shows them).

NameTypeReqDescription
appids–––
path–––
wishlists–––

Structured output declared, but exposes no named fields.

No examples provided.

export_package ~112

Write everything needed to finish a gate by hand to .steam-mcp/exports/gate_<gate>/: correctly named files (store localization JSON and per-language texts, store/library images and icons, SteamPipe scripts, achievement icons and CSV) and a CHECKLIST.md that says, for every open item, which Steamworks page and field it goes to and what to paste. Done items are ticked. Nothing is uploaded or published.

NameTypeReqDescription
gateintegeryes–
pathstringyes–

Structured output declared, but exposes no named fields.

No examples provided.

fetch_reference ~82

Fetch a successful Steam game's public data (on this machine, cached) and return derived measurements only: description structure and length, media counts, categories, achievement count/style/distribution. Its raw texts stay in the local cache, where the anti-copy check uses them.

NameTypeReqDescription
appidintegeryes–
refreshboolean––
tags–––

Structured output declared, but exposes no named fields.

No examples provided.

gap_report ~206

What is still missing before each release gate, and how each item gets done. Gates: 0 prerequisites, 1 store page review / Coming Soon, 2 build review, 3 release. For every blocking item you get its status (fail, review = values waiting for the user's approval, todo = a manual step or an image to produce, unknown), the fields involved, the execution mode (API, BROWSER, ARTIFACT, MANUAL), where it is done in Steamworks and Valve's source page. `next_steps` says what to do first. Args: path: Folder that holds steamworks.yaml. gate: Only this gate (0-3), in full. Default: every gate, with only the next open one in full. include_info: Also list the background notes (permissions, timings) that never block.

NameTypeReqDescription
gate–––
include_infoboolean––
pathstringyes–

Structured output declared, but exposes no named fields.

No examples provided.

generate ~221

Produce drafts for a part of the release. Text sections return a brief for YOU to write from (the server never invents marketing text itself): - "store_short": write one variant per strategy the brief lists (fantasy, mechanic, situation_humor, and after a market study market_common and market_contrast), save each with save_draft. - "store_long": stage "outline" first; after the user approved an outline, stage "text". - "achievements": names, descriptions and icon briefs for achievements that lack them. Deterministic sections write drafts into steamworks.yaml directly (never over approved values): - "cloud" (quotas, enable), "builds" (a depot per OS; returns the SteamPipe scripts when depot ids exist), "requirements" (minimum system requirements from the engine, always to review), "code" (stats, leaderboards and achievements used in code).

NameTypeReqDescription
pathstringyes–
sectionstringyes–
stage–––

Structured output declared, but exposes no named fields.

No examples provided.

get_spec_info ~162

Reference data (the tool equivalent of this server's resources, for clients that only use tools). kind: "schema" (steamworks.yaml fields), "gates" (overview), "gate:<0-3>" (all rules of a gate), "capabilities", "store_rules", "asset_specs", "events", "code_rules" (what check_code checks), "estimates" (the rules of thumb of estimate_sales), "style_guide:<id>", "reference:<appid>" (derived analysis of a reference game), "references" (catalog), "store_patterns" (what the store pages of popular new releases look like, per Steam genre; numbers only), "store_patterns:<Steam genre>".

NameTypeReqDescription
kindstringyes–

Structured output declared, but exposes no named fields.

No examples provided.

import_from_steamworks ~152

For a game that already exists in Steamworks: read what Steam has (store texts in every language, achievements, Steam Cloud, installation, leaderboards, the landing page's release checklists) and fill the EMPTY fields of steamworks.yaml with it, marked "applied". Never writes to Steamworks and never overwrites a value in the file: differences come back as conflicts for the user to settle. Dry run first; save with dry_run=false after the user agreed. Leaderboards need the publisher key, the rest the BROWSER mode.

NameTypeReqDescription
appstring––
dry_runboolean––
pathstringyes–
sections–––

Structured output declared, but exposes no named fields.

No examples provided.

init_project ~206

Start tracking a game: create steamworks.yaml and .steam-mcp/ in `path` (existing files are kept, never overwritten), then scan the game project unless `scan` is false. Args: path: Folder for steamworks.yaml, usually the game project's root (relative to the workspace root). name: Product name as it will appear on Steam, if known. appid: The main game's Steam app id, if already created in Steamworks. scan: Run the project scanners (Unity, …) right away. source_dir: The engine project folder, when it is not `path` itself. Returns created/existing files, .gitignore lines to suggest to the user (this server never edits the project's own .gitignore), and the scan report when scanning.

NameTypeReqDescription
appid–––
name–––
pathstringyes–
scanboolean––
source_dir–––

Structured output declared, but exposes no named fields.

No examples provided.

integration_code ~211

Steamworks SDK code for the game's engine that uses exactly the app id and the achievement, stat and leaderboard names in steamworks.yaml: starting Steam (restart through Steam, checked init, callbacks, shutdown), unlocking achievements and setting stats (StoreStats included), uploading leaderboard scores, and where to save files for Steam Cloud. Written to .steam-mcp/exports/code/<target>/, never into the game. Args: path: The game's folder (with steamworks.yaml). features: Which parts (default all): init, achievements, stats, leaderboards, cloud. target: unity-steamworks-net, unity-facepunch, godot (GodotSteam 4), unreal or cpp. Default: from the engine and the Steam wrapper the code already uses. source_dir: The engine project folder, when it is not `path` itself.

NameTypeReqDescription
features–––
pathstringyes–
source_dir–––
target–––

Structured output declared, but exposes no named fields.

No examples provided.

launch_watch ~62

After release: the game's review score and count, players right now and price, against the last check (each check is kept in .steam-mcp/market/launch.jsonl). Call it again any day to see the trend.

NameTypeReqDescription
pathstringyes–

Structured output declared, but exposes no named fields.

No examples provided.

localization_pending ~89

Texts YOU should translate into `language` (Steam API code) from the source language, with context, length limits and glossary terms (localization/glossary.yaml). Stale ones carry the previous translation to update. Translate them, then call localization_set; repeat until nothing is pending.

NameTypeReqDescription
languagestringyes–
limitinteger––
pathstringyes–

Structured output declared, but exposes no named fields.

No examples provided.

localization_set ~92

Save translations ({key: text}). Rejected: BBCode tags that differ from the source, a short description over 300 characters, store text breaking Valve's rules. Your translations are drafts until the user approves them (approve_fields(["localization.<language>.*"])).

NameTypeReqDescription
languagestringyes–
pathstringyes–
sourcestring––
translationsobjectyes–

Structured output declared, but exposes no named fields.

No examples provided.

localization_status ~70

Per target language: how many player-facing texts (store page, Early Access answers, achievements, launch options) are translated, missing, or stale (the source changed after translating; stale translations are marked needs_review). `next` names the language to translate next.

NameTypeReqDescription
pathstringyes–

Structured output declared, but exposes no named fields.

No examples provided.

mark_applied ~88

The user confirms something is done in Steamworks: a manual step ("checklist.<rule id>" from gap_report), or approved values they entered there themselves. Only approved, unchanged values can be marked applied. Never call this on your own: only when the user says it is done.

NameTypeReqDescription
fieldsarrayyes–
notesstring––
pathstringyes–

Structured output declared, but exposes no named fields.

No examples provided.

prepare_images ~117

Make every store, library and icon image from assets.key_art + assets.logo (or hand-made assets.overrides) at the exact sizes Steam wants, plus achievement icons (256x256 JPG, with greyscale locked versions). Crops around assets.key_art_focus, never stretches, reports upscaling, never generates artwork. Output and a preview page go to .steam-mcp/exports/images/ for the user to upload.

NameTypeReqDescription
achievement_iconsboolean––
only–––
pathstringyes–

Structured output declared, but exposes no named fields.

No examples provided.

preview_store ~84

Write an HTML preview of the store text (current values, or the given drafts) to .steam-mcp/exports/, with the estimated end of the first screen marked (an estimate; Steam's cut-off height is not documented).

NameTypeReqDescription
about_draft–––
fold_pxinteger––
pathstringyes–
short_draft–––

Structured output declared, but exposes no named fields.

No examples provided.

price_brief ~145

What close games charge: their US full prices (median and middle half), and for each country store how much they charge per US dollar, applied to this game's base price (pricing.base_price_usd, else their median). Default games: the market study's. Nothing is saved; the user decides the price. Args: path: The game's folder. appids: Games to compare with instead of the market study's. countries: Two-letter store codes (default us, gb, de, pl, tr, br, cn, jp, kr, in).

NameTypeReqDescription
appids–––
countries–––
pathstringyes–

Structured output declared, but exposes no named fields.

No examples provided.

save_draft ~146

Store a text YOU wrote as a draft (it does not change steamworks.yaml). The server rejects text that breaks Valve's store rules or copies 8+ consecutive words from a reference game, scores it against the rubric, and returns rubric findings plus questions for you to judge. strategy: fantasy | mechanic | situation_humor | market_common | market_contrast | outline | text | revision | … . The user picks a draft with set_field(path, field, from_draft=<id>).

NameTypeReqDescription
fieldstringyes–
notesstring––
pathstringyes–
strategy–––
valuestringyes–

Structured output declared, but exposes no named fields.

No examples provided.

save_market_study ~116

Save your labels for the pages study_market returned: one note per page with appid, short_opening, short_moves, about_shape, about_sections, tone (all from its vocabulary) and technique (one sentence in your own words; a note that repeats 4+ consecutive words of the page is rejected). The study keeps labels, notes and numbers, never page text; generate(store_short / store_long) builds on it from then on.

NameTypeReqDescription
notesarrayyes–
pathstringyes–

Structured output declared, but exposes no named fields.

No examples provided.

save_review_study ~98

Save your labels for the games study_reviews returned: per game appid, praised (1-4 themes, most important first), criticized (0-4) and insight (one sentence in your own words; one that repeats 4+ consecutive words of a review is rejected). Keeps labels and shares, never review text; the store-text briefs use it.

NameTypeReqDescription
notesarrayyes–
pathstringyes–

Structured output declared, but exposes no named fields.

No examples provided.

scan_project ~117

Scan the game project and merge what is found into steamworks.yaml as drafts (source "scan", with file and line evidence and a confidence). Values the user approved are never overwritten: differences come back under `conflicts`. Read-only towards the game project; raw observations are kept in .steam-mcp/scan/. Args: path: Folder that holds steamworks.yaml. source_dir: The engine project folder, when it is not `path` itself.

NameTypeReqDescription
pathstringyes–
source_dir–––

Structured output declared, but exposes no named fields.

No examples provided.

server_info ~22

Version, workspace root and which optional features are enabled (no secrets).

Input schema present but exposes no named parameters.

Structured output declared, but exposes no named fields.

No examples provided.

set_build_live ~124

Set an uploaded build live on a beta branch (Web API, publisher key). Dry run first; set live only after the user explicitly agreed. The default branch (what every player gets) is never set live by this tool: the user does that in Steamworks Settings > SteamPipe > Builds.

NameTypeReqDescription
appstring––
branchstringyes–
build_idintegeryes–
descriptionstring––
dry_runboolean––
pathstringyes–
user_confirmedboolean––

Structured output declared, but exposes no named fields.

No examples provided.

set_field ~178

Write one value (`field` + `value`) or several (`values`) into steamworks.yaml, keeping its comments. source="user" (the user's own answer or decision) stores the value as approved. source="generated" (text you wrote) stores it as a draft for the user to review; generated store text that breaks Valve's store rules is rejected. `from_draft` picks a saved draft for `field` and approves it. Field paths look like store.short_description, achievements.ACH_WIN.name, apps.main.installation.launch_options.0.executable. Setting a value to null removes it.

NameTypeReqDescription
field–––
from_draft–––
notes–––
pathstringyes–
sourcestring––
value–––
values–––

Structured output declared, but exposes no named fields.

No examples provided.

start_interview ~245

Next questions for the user (at most `max_questions`, related ones together, earliest gate first), each with a suggested answer to confirm or change. `confirm: true` means a value was found (e.g. by the scan): just ask whether it is right. Ask the user these questions in chat, then save the answers with set_field(values={question id: answer}). Answers can be plain text ("yes", "a, b, c", "2027-05-12"); they are converted to the right type. Store texts are not asked here: use generate. When the client supports forms (MCP elicitation) the questions are shown as a form instead and the answers are saved right away; pass use_form=false to avoid that. Args: path: Folder that holds steamworks.yaml. gate: Only questions for this gate (0-3). max_questions: 1-5, default 3. use_form: Show a form when the client supports it.

NameTypeReqDescription
gate–––
max_questionsinteger––
pathstringyes–
use_formboolean––

Structured output declared, but exposes no named fields.

No examples provided.

status ~100

Start here. Without `path`: the games in the workspace (tracked ones and engine projects not tracked yet). With `path`: how far the game is on each release step, its values (approved, drafts, to fill, done in Steamworks), store text and translations, and the one thing to do next. Args: path: The game's folder (the one with steamworks.yaml), relative to the workspace root.

NameTypeReqDescription
path–––

Structured output declared, but exposes no named fields.

No examples provided.

steamworks_inspect ~154

Read-only look at what Steam has now. With the publisher key: "builds" (recent builds and branches), "leaderboards", "achievement_schema". With the BROWSER mode: "cloud", "installation", "achievements", "store_text", "store_page", "store_assets" (which image slots are filled), "pending" (the unpublished changes the Publish tab would show), and "checklist" (the release checklists of the app's Steamworks landing page, each item linked to its gap_report rule). "snapshots" lists the snapshots saved before writes (local).

NameTypeReqDescription
appstring––
pathstringyes–
whatstringyes–

Structured output declared, but exposes no named fields.

No examples provided.

store_lookup ~81

Look a game up on the Steam store by name, app id or store link: price, review score, players right now, release date, genres, modes (co-op, PvP…), Steam features, platforms, languages, achievements and DLC. Public data, cached for a few hours; nothing is saved in the project.

NameTypeReqDescription
querystringyes–

Structured output declared, but exposes no named fields.

No examples provided.

study_market ~168

Start a market study before writing the store text: find the game's closest popular Steam games (its most specific store tags, on the Popular New Releases and Top Sellers lists, released in the last 3 years) and return their short descriptions and About texts for YOU to read and label with the returned vocabulary. Only their app ids are saved; the texts stay in the local cache, and drafts are checked against them. Then call save_market_study. Args: path: Folder that holds steamworks.yaml. tags: Steam store tag names to search with instead of store.tags, most specific first. games: How many games to study (3-15, default 10).

NameTypeReqDescription
gamesinteger––
pathstringyes–
tags–––

Structured output declared, but exposes no named fields.

No examples provided.

study_reviews ~159

Start a review study: the most helpful positive and negative English reviews of the close games (default: the market study's) or of any games, e.g. this game after launch. Read them and label each game with the returned themes (what players praise and criticize), then call save_review_study. Only the app ids are saved; the texts stay in the local cache and nothing about reviewers is fetched. Args: path: The game's folder. appids: Games to study instead of the market study's. per_kind: Reviews per game and kind (positive, negative): 3-25, default 10.

NameTypeReqDescription
appids–––
pathstringyes–
per_kindinteger––

Structured output declared, but exposes no named fields.

No examples provided.

validate ~149

Review what is in steamworks.yaml (and the translations) without changing it. section: "store" (Valve's rules in every language, the rubric, questions for you to judge), "achievements", "localization" or "all" (adds every failing gate rule). For store text, judge the returned questions and call again with llm_judgements=[{rule_id, field, outcome: pass|warn|fail, note}]; deterministic and judged results are reported separately. To propose a fix, save a new version with save_draft(strategy="revision").

NameTypeReqDescription
llm_judgements–––
pathstringyes–
sectionstring––

Structured output declared, but exposes no named fields.

No examples provided.

Install

How do I install the Steamworks Release Assistant MCP server?

Steamworks Release Assistant runs locally as a PyPI package, launched with uvx steamworks-mcp. Ready-made configuration for Claude, Cursor, VS Code, Codex and 5 more is on this page, copied from each client's own documentation.

pypi · steamworks-mcp

# add to Claude Code
claude mcp add wazzapsenk-steamworks-mcp -- uvx steamworks-mcp
Common questions

What is the Steamworks Release Assistant MCP server?

Steamworks Release Assistant is an MCP server listed in the public MCP registry as io.github.wazzapsenk/steamworks-mcp. Put a game on Steam: store page, achievements, Valve-rule checks, market data, Steamworks. This page covers its PyPI package (steamworks-mcp).

Is the Steamworks Release Assistant MCP server safe to use?

Steamworks Release Assistant scores 76 out of 100 on VerifyMCP. We found no known CVEs affecting it as of 17 October 2026. 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 Steamworks Release Assistant MCP server expose?

Steamworks Release Assistant exposes 35 tools: init_project, scan_project, status, gap_report, start_interview, and 30 more. Their descriptions and schemas cost roughly 4,972 tokens of context every time the server is loaded.

Is the Steamworks Release Assistant MCP server still maintained?

Steamworks Release Assistant 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.

What licence is the Steamworks Release Assistant MCP server under?

Steamworks Release Assistant declares the MIT licence, which is OSI-approved. That covers the source only, and says nothing about the cost of any service it calls.