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- gamecodex
- gamecodex/dist/index.js
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Readme
GameCodex
Free and open source game dev AI assistant — MCP server.
GameCodex gives any AI coding assistant permanent, structured game development knowledge: 950+ curated docs across 29 engines — design patterns, architecture guides, engine-specific implementation details — delivered through MCP so your AI never loses context on how to build games.
Works with Claude Code, Claude Desktop, Cursor, Windsurf, Cline, and any MCP-compatible tool.
The Problem
Every game dev using AI hits the same wall: your assistant starts strong, then forgets your architecture mid-session. It suggests deprecated APIs. It doesn't know the difference between a state machine and a behavior tree. It writes Unity 5 code when you're on Unity 6.
GameCodex solves this by giving your AI a persistent, searchable knowledge base of curated game dev expertise — not raw docs, but structured implementation guidance that actually helps you build.
Status
v1.0.0 — free and open source, MIT licensed. All tools, all docs, no tiers, no accounts, no license keys.
Active feature development has stopped. The project is in maintenance mode — bug fixes and doc corrections welcome, but no new feature work is planned. Fork freely.
What's Inside
| Category | Examples | Docs |
|---|---|---|
| Core Knowledge | Design patterns, ECS, state machines, data structures, algorithms | 52 |
| Engine Guides | MonoGame, Godot, Unity, Unreal, Bevy, Phaser, and 23 more | 905 |
957 docs. 18MB of curated knowledge. 29 engine modules.
Quick Start
npx gamecodexThat's it. No install required. Add it to your MCP config and your AI has instant game dev knowledge.
Claude Code
claude mcp add gamedev -- npx -y gamecodexClaude Desktop / Cursor / Windsurf / Cline
Add to your MCP config file:
{
"mcpServers": {
"gamedev": {
"command": "npx",
"args": ["-y", "gamecodex"]
}
}
}Config file locations:
- Claude Desktop:
claude_desktop_config.json - Cursor:
.cursor/mcp.json - Windsurf:
~/.windsurf/mcp.json - Cline: VS Code settings > Cline MCP Servers
Engine Modules
GameCodex uses a modular architecture. Core knowledge (design, patterns, algorithms) is always available. Engine-specific modules add implementation guides for your stack.
| Module | Docs | Module | Docs |
|---|---|---|---|
monogame-arch |
131 | godot-arch |
116 |
unity-arch |
81 | unreal-arch |
81 |
bevy-arch |
37 | stride-arch |
37 |
fna-arch |
37 | defold-arch |
30 |
love2d-arch |
28 | pygame-arch |
27 |
renpy-arch |
25 | threejs-arch |
22 |
playcanvas-arch |
22 | babylonjs-arch |
22 |
phaser-arch |
21 | macroquad-arch |
20 |
gamemaker-arch |
18 | pixijs-arch |
16 |
kaplay-arch |
16 | rpgmaker-arch |
15 |
excalibur-arch |
15 | construct-arch |
15 |
sdl3-arch |
13 | raylib-arch |
13 |
gdevelop-arch |
13 | libgdx-arch |
10 |
sfml-arch |
9 | haxeflixel-arch |
8 |
heaps-arch |
7 |
Plus core with 52 engine-agnostic docs on game design, architecture, programming patterns, and project management.
Modules are auto-discovered. To filter which modules load:
{
"env": {
"GAMEDEV_MODULES": "monogame-arch,godot-arch"
}
}Without GAMEDEV_MODULES, all available modules load automatically.
MCP Tools
GameCodex consolidates everything into 5 tools — one per domain, with an action parameter for routing. Minimal schema overhead, maximum utility.
| Tool | Actions | What it does |
|---|---|---|
project |
help, hello, get, set, suggest, decide, goal, complete_goal, clear_goals, milestone, note, recall, clear_notes, health, scope, add_feature, list, session | AI assistant — onboarding, project state, goals, decisions, scope health, session workflows |
design |
help, gdd, phase, scope_check, launch, store_page, pricing, marketing, trailer, patterns | Plan + ship — GDD, phase checklists, scope analysis, marketing guidance, architecture patterns |
docs |
help, search, get, browse, modules | Knowledge base — search/browse 950+ game dev docs across 29 engines |
build |
help, scaffold, code, assets, debug, review | Make things — scaffold projects, generate code, asset pipeline, debug errors, review architecture |
meta |
help, status, analytics, modules, health, about | Server internals — diagnostics, module discovery |
Context-Efficient by Design
Unlike tool-heavy MCP servers that dump 50K+ tokens of schemas into your context window, GameCodex is built for precision:
- 5 focused tools — Minimal schema overhead, maximum utility. Compare to Godot MCP servers with 95+ tools burning half your context on schema alone
- Section extraction —
docs { action: "get", id: "G64", section: "Knockback" }returns just the knockback section, not the full 52KB doc maxLengthparam — Cap any response to fit your context budget- stdio transport — No network exposure, no attack surface (MCP security is a real concern)
MCP Prompts
Workflow entry points that chain multiple tool calls:
| Prompt | What it does |
|---|---|
/start-project |
Guided new project setup — engine selection, GDD, goals, first steps |
/debug-error |
Error diagnosis — analyze, search docs, suggest a fix |
/ship-game |
Launch checklist — store page, marketing, pricing |
/session |
Structured dev session — plan, build, debug, or manage scope |
What Makes This Different
There are 14,000+ MCP servers out there. Here's why this one matters for game dev:
- Knowledge, not integration. Godot-MCP, Unity-MCP, and Unreal-MCP give your AI buttons to press in the editor. This gives your AI understanding of how to architect and build games. They're complementary — use both.
- Cross-engine. One server, 29 engines. Learn a pattern once in core theory, then get the engine-specific implementation. No need to install separate MCPs per engine.
- Curated, not scraped. Every doc is hand-written with AI code generation in mind — typed examples, anti-pattern warnings, decision trees, and "when to use" guidance. This isn't a docs mirror.
- Secure by design. stdio-only transport — no network exposure, no open ports, no attack surface. While 7,000+ MCP servers sit exposed on the internet, this runs entirely local.
Genre Coverage
The design tool's patterns action maps any genre to its required systems with implementation priorities:
Platformer, Metroidvania, Roguelike, Tower Defense, Survival, RPG, Bullet Hell, Top-Down Shooter, Side-Scrolling, Fighting, Puzzle
Each genre profile includes: required systems, optional enhancements, suggested doc reading order, and a starter checklist.
Development
git clone https://gitlab.com/shawn-benson/GameCodex.git
cd GameCodex
npm install
npm run build
npm test # Node.js built-in test runner
npm run dev # Watch modeDoc Structure
docs/
├── core/ # Engine-agnostic (always loaded, 52 docs)
│ ├── game-design/ # Genre profiles, game feel, balancing
│ ├── programming/ # Patterns, principles, data structures
│ ├── concepts/ # Camera, physics, pathfinding, networking, particles
│ ├── project-management/ # Scope, sprints, pipelines
│ ├── ai-workflow/ # AI code generation best practices
│ └── session/ # Session workflow prompts
├── monogame-arch/ # MonoGame (131 docs)
├── godot-arch/ # Godot 4.4+ (116 docs)
├── unity-arch/ # Unity 6 (81 docs)
├── unreal-arch/ # Unreal Engine 5 (81 docs)
├── bevy-arch/ # Bevy ECS (37 docs)
├── ... # 24 more engine modules
└── [engine]-arch/ # Each module: architecture/, guides/, reference/MCP Resources
Docs are also available as MCP resources for clients that support them:
gamedev://docs/{module}/{id}— Any doc by module and IDgamedev://prompts/session— Session workflow promptgamedev://prompts/code-rules— AI code generation rules
Security
GameCodex uses stdio-only transport — no HTTP server, no open ports, no network exposure. While 7,000+ MCP servers sit exposed on the internet, this runs entirely local. Read-only by design: it serves knowledge, never modifies your project files.
Vector search is opt-in. The @huggingface/transformers package (for ML-based semantic search) is an optional dependency. Without it, the server uses TF-IDF keyword search — fast and effective for most use cases. To enable vector search: npm install @huggingface/transformers.
See SECURITY.md for our full security policy and vulnerability reporting process.
Contributing
Found a bug? Have a doc correction? Open an issue. The project is in maintenance mode — bug fixes and small improvements are welcome; larger feature work is not being actively merged.
License
MIT — see LICENSE.
Built for game devs who use AI. Free, open source, and yours to fork.