dev.edgegap/mcp is an MCP server that deploy and operate multiplayer game servers on Edgegap's global edge network. Its tool list has not been published yet over http, requires no API key, and scores 66/100 on MCPpedia's security, maintenance and efficiency rubric.
Config is the same across clients - only the file and path differ.
{
"mcpServers": {
"edgegap": {
"args": [
"-y",
"@edgegap/mcp"
],
"command": "npx"
}
}
}Are you the author?
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Deploy and operate multiplayer game servers on Edgegap's global edge network.
This server supports HTTP transport. Be the first to test it - help the community know if it works.
Five weighted categories - click any category to see the underlying evidence.
No known CVEs.
Checked @edgegap/mcp against OSV.dev.
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Connect AI coding agents to Edgegap through our MCP server. Your agent can take a headless server build all the way to players connecting: write or check the Dockerfile, push the image to your private Edgegap registry, deploy an authoritative dedicated server close to players, and read logs when something breaks.
[!TIP] Using Unity, Unreal Engine, or Godot? Our Unity, Unreal Engine, and Godot guides and plugins remain the fastest path for those engines. The MCP server works alongside them, and on its own for any engine.
Use our MCP server when:
[!WARNING] Out of scope / not supported by MCP: building Linux server executable; creating, starting or stopping a matchmaker (upload the generated configuration in the dashboard); server browser; lobbies; managed clusters; private fleets; or billing.
[!NOTE] If you need help, please reach out to us over Discord. For live games support see our ticketing system.
Edgegap can host your multiplayer game in two ways. We recommend dedicated servers, and so does our MCP server: your agent will default to a dedicated server and only use a relay when you've chosen a host-client setup.
| Dedicated server (recommended) | Relay | |
|---|---|---|
| What Edgegap runs | Your headless server build, close to players | A traffic forwarder only, no game code |
| Who runs the game | The server | One player's game (the host) |
| Cheating | Much harder, the server has authority | The host can change anything |
| Fairness | Every player connects directly to the server | The host has no latency, everyone else goes through two hops |
| When the host leaves | The match continues | The matc |