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Game dev AI assistant — MCP server with 950+ docs across 29 engines, structured workflows, and guidance for game developers.

Package Exports

  • gamecodex
  • gamecodex/dist/index.js

This package does not declare an exports field, so the exports above have been automatically detected and optimized by JSPM instead. If any package subpath is missing, it is recommended to post an issue to the original package (gamecodex) to support the "exports" field. If that is not possible, create a JSPM override to customize the exports field for this package.

Readme

GameCodex

CI npm version npm downloads Node.js License: MIT

Your AI forgets everything mid-project. Give it permanent game development knowledge.

GameCodex is a knowledge layer for AI coding assistants. It provides 950+ curated game development docs across 29 engines — design patterns, architecture guides, engine-specific implementation details — delivered through MCP so your AI assistant 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.

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 gamecodex

That'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 gamecodex

Claude 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 hello, get, set, suggest, decide, goal, complete_goal, clear_goals, milestone, note, recall, health, scope, add_feature, list, session AI assistant — onboarding, project state, goals, decisions, scope health, session workflows
design gdd, phase, scope_check, launch, store_page, pricing, marketing, trailer, patterns Plan + ship — GDD, phase checklists, scope analysis, marketing guidance, architecture patterns
docs search, get, browse, modules Knowledge base — search/browse 950+ game dev docs across 29 engines
build scaffold, code, assets, debug, review Make things — scaffold projects, generate code, asset pipeline, debug errors, review architecture
meta status, analytics, license, modules, health, about Server internals — diagnostics, license info, 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 extractiondocs { action: "get", id: "G64", section: "Knockback" } returns just the knockback section, not the full 52KB doc
  • maxLength param — 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

Free vs Pro

The server works fully out of the box with a generous free tier.

Feature Free Pro
docs — 950+ docs across 29 engines Full Full
meta — diagnostics, license management Full Full
project — goals, decisions, scope health -- Full
design — GDD, phases, marketing, launch -- Full
build — scaffold, code, debug, review -- Full

Free tier gives your AI the full knowledge base — 950+ docs across all 29 engines, no restrictions. Pro unlocks the workflow tools that turn knowledge into action: project management, design planning, code scaffolding, and build assistance.

Get a Pro license at gamecodex.lemonsqueezy.com

License Setup

gamecodex setup

Interactive setup walks you through activation. Or add your key to the MCP config:

{
  "env": {
    "GAMECODEX_LICENSE": "your-license-key"
  }
}

The server validates on startup, caches for 24h, and gracefully falls back to free tier if anything goes wrong.

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.
  • Grows with you. New docs and engines added continuously. Your AI gets smarter over time without you changing anything.

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          # 300 tests, Node.js built-in test runner
npm run dev       # Watch mode

Dev Mode

Skip license validation for local development:

{
  "env": {
    "GAMEDEV_MCP_DEV": "true"
  }
}

Doc 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 ID
  • gamedev://prompts/session — Session workflow prompt
  • gamedev://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.

See SECURITY.md for our full security policy and vulnerability reporting process.

Contributing

Found a bug? Have a doc suggestion? Open an issue.

License

MIT — see LICENSE.


Built for game devs who use AI. Stop fighting context loss. Start building.