Docs/Reference

MCP tool reference

Find a tool, inspect its parameters and see the HTTP route behind it. This reference is generated from the same definitions the MCP serves.

Tools use the account and project selected on your agent key. Connect an agent before calling them. Read and write labels describe the action, independently of its HTTP method.

32 of 32 tools

Account and projects

looping_whoamiRead

Who this key is and what it can act on: the account (account.email, masked as on the site, for the creator to confirm it is theirs), the selected project (stage, routing, settings, market, and its multiplayer hosting credits), which capabilities are live, warnings: things the creator must act on, such as multiplayer credits running low or out, and must_act: one line the creator must hear now (a game that plays online with no hosting credits for its public matches: roughly what they cost and the link to buy them).

project_listRead

List the game projects this account owns: slug, name, stage, whether it is public, its multiplayer hosting balance (hosting_balance_cents), repo, and play URL.

project_selectWrite

Choose the project (by slug) that project tools act on.

project_createWrite

Create a new game project (nothing is launched): a name, a brief of a few sentences, and optionally the kind of game: threejs, unity (a Unity Web build), or web (any other browser game).

project_launchWrite

Get the launch page for the creator.

project_updateWrite

Set the game's listing: what players read on its project page and, once it is public, in the catalog.

project_statusRead

Where the selected project stands, in one call: state (draft: no build yet; preview: builds only the creator plays; public: the token launch is registered and a build is released), the released version, every build newest first with its boot (ok, error with the message, or none yet), its check (the platform's boot check, its multiplayer and store checks in check.smoke, and the listing blockers, as site_status reports it; verified says whether it can be released or listed) and whether it is released, listed, hidden, launch_fee (unpaid, credit or used), the launch blocker if any, rooms (enabled, mode, signed_in_only, max_players and the platform's caps), hosting (the game's multiplayer credits: balance, reserved and available cents, runway, open matches and those in their grace, the creator's free preview allowance used against its caps, the published rates, multiplayer: whether the game plays online, an estimate of what its public matches cost per player-hour and whether it can fund them, and buy_url, where the creator buys credits; an agent never pays), warnings (low or empty credits, the allowance spent, a spend cap reached: tell the creator), must_act (a game that plays online and can't fund its public matches: one line with the cost and buy_url, in the future tense before the launch; always tell the creator), preview_url, launch_url, public_url and market_url once public, the listing fields, and next: what to do now.

Builds and hosting

site_statusRead

The project's reserved hostname (hostname: the game's own address in the environment this server talks to; use it and the URLs this returns rather than composing one) and what it serves: public (true once the token launch is registered and a build released), hidden (moderation), release (the build its address serves; before the launch it serves a Not released yet page), every build newest first with releasedAt on the ones released (the versions site_release and site_rollback take) and boot (ok once the build called looping.ready() or a Unity build drew its first frame on its preview or public page, error with the first error it reported before that, none while nobody has played it) and check (the platform's boot check: status pending, checking, passed, failed, inconclusive or unavailable, reason naming the first problem, what the headless browser saw, screenshot_url, warnings from the publish, blockers, and verified: only a verified build can be released or listed, one whose check passed or that started for someone playing it, with no blockers; and smoke, the multiplayer and store checks for a build with rooms or a store, each with status, reason, blocking and seen), preview_host and preview_url (the preview page, where any build plays for the creator, signed in, with its rooms, saves and scores kept apart from the public ones), whether the games worker's pointer is current, and the player API base.

site_releaseWrite

Release one of the game's builds: make it what the game's own address serves, in place of the current release.

site_rollbackWrite

Return the game's own address to a build that was released before (releasedAt in site_status history), after a release went wrong.

site_checkWrite

Run the platform's checks again on one of the game's builds (version from site_status; the newest by default).

game_publishWrite

Publish a game build as a new preview of the project.

game_listWrite

List the game in the Looping catalog (Discover and the markets) or take it off.

game_checkRead

Check a game build before publishing it, without uploading anything: kind (unity, threejs or web), errors that would stop the publish (each names the file, the problem and the fix), warnings, sizes (files, total bytes, the largest files), an sdk section (how the build uses the Looping SDK: the pinned version, looping.ready(), the rooms calls and the kinds they name, the store skus and paid/<sku>/ folders, saves, score posts, rules.js and its exports; with a project selected, mismatches against its rooms policy and store: a sku not on sale, a kind not configured, an authoritative kind with no rules.js, a rules.js no kind runs) and the next step.

game_upload_ticketWrite

For a client with a shell on the remote endpoint (Claude Code or Codex over HTTP): a signed ticket to upload one build folder from the creator's machine.

Store

Rooms and players

rooms_planRead

Work out the rooms a game needs from its shape before rooms_configure, instead of guessing.

rooms_statusRead

How the project's multiplayer rooms are doing right now: the stored rooms policy (enabled, mode, signed_in_only, max_players, messages_per_second, tick_rate, teams, lobby, late_join, rejoin, and the named kinds with the same fields, when and by whom it was set), live rooms and players in total and per kind, the matchmaking queues (per kind and size: players waiting and the longest wait in ms, preview builds' queues apart), usage per day from the rooms worker (player-seconds by mode, sandbox time, joins, messages in and out, bytes sent, storage rows written, estimated awake seconds, and results_lost: signed results a room had to abandon; null when the worker cannot be reached, with metered_at, when usage was last read, and unreachable_since while it cannot be), open reports (signed-in players' reports on players not yet banned; guest reports count separately) and how many players are banned, and hosting: the game's multiplayer credits (balance, reserved and available cents, runway, matches open and in their grace, the preview allowance against its caps, the published rates, the cost estimate of its online play, buy_url) with warnings and must_act to pass on to the creator.

rooms_configureWrite

Set the project's rooms policy; give only the fields to change.

players_listRead

Players the project has seen, as pseudonymous per-game ids (never an account, email or wallet): player, kind (account for a player signed in to Looping, or guest), name, last_seen, and banned_until with ban_reason while a ban is in force.

player_banWrite

Ban a player from the project's rooms, saves, reports and every score attributed to the id for hours (1 to 8760, a year), or lift a ban with hours 0; an anonymous score (posted with no token) is not a player and is not covered, which any client can post whether banned or not.

player_save_deleteWrite

Delete one player's save in this game (player is the w… or g… id from players_list; env preview for the save behind the preview host, public by default).

saves_statsRead

The game's player saves this month, per environment (public, and preview for the saves behind the preview host): the save budget and what is used, in cents (every load and write is paid from it and it is a hard cap: once it is spent writes stop until the next month or a hosting top-up, while loads go on from a small read reserve), documents, bytes and guest bytes against their quotas, and the save formats seen in a sample of recent saves.

Scores and leaderboards

Documentation and skills