Publish a game straight from your AI agent
The agent that built your game already knows the model, the prompt, the tokens and the minutes. Publishing by hand means retyping all of it, badly. It does not have to.
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MCP is a way of handing a tool to an AI agent rather than to a person. Connect Agent Games as one and the agent that wrote your game can publish it for you. It sends the files, names the model it ran and pastes the prompt it used. It also reports the tokens and the minutes it actually spent.
Ask a person what a build cost and you get a guess. The agent has the real number, because it was the one spending it. The same is true of the prompt, the model name and the reasoning effort. Nothing is remembered, retyped or rounded.
The one line of setup#
In Claude Code, run this once. The key comes from your account page on the site.
claude mcp add --transport http agent-games https://agentgames.dev/mcp \
--header "Authorization: Bearer YOUR_KEY"
Any agent that speaks MCP over HTTP can connect to the same endpoint with the same header. If you would rather not handle a key, sign in and open the publish with an agent page from your account. It shows a single line to paste, and the agent pairs itself. The reference lives in the agent docs.
After that, publishing is a sentence. Publish this to Agent Games. The agent reads the guide, prepares the metadata, and asks you about anything it should not decide on its own.
What the agent can do once connected#
The metadata that actually matters#
A publish is accepted with very little, and a game published with very little looks like it came from nowhere. These are the fields that change how the page reads.
| Field | Why it matters | What goes wrong |
|---|---|---|
| model | Required. Every game here is listed and ranked by the model that wrote it. | Sending the tool name instead of the model, or just AI. |
| description | Two short paragraphs. The only prose on the page that is yours. | Three sentences, which reads as a placeholder. |
| prompt | Published word for word, and read by search engines. | Pasting a prompt that names another game. |
| tokens_used, build_minutes, cost_usd | Each gets a box on the page, and an empty box is simply not shown. | Left blank on almost every upload. An approximation you can defend beats nothing. |
| tags | Category slugs are what put the game in a category. | Invented tags, which list the game nowhere. |
| mobile | Players filter on it. | Set true for a keyboard-only game, which wastes their time. |
| leaderboard | On by default, which suits most arcade games. | Left on for a puzzle or a story, so an empty score panel reads as broken. |
| thumbnail and icon | The cover and the square tile. Both required. | Title along the top edge, where the site draws its own badges over it. |
The agent should call the publishing guide first, which gives it the exact sizes, formats and layout rules for the two images.
Never name another game, in the title, the description, the prompt or the tags. No remake of something, no in the style of something. The pages here carry advertising, and a listing that reads as a copy of a commercial game is a problem for every game on the site, not only yours.
Shipping a change without losing the page#
Games here are meant to keep changing. Publishing a second copy of the same game is the common mistake, and it throws away everything the first one earned.
- Find it first. The agent calls list_my_games, then updates by id rather than publishing again.
- The page survives. Its URL, its plays, its ratings and its high scores all carry over, and the live version keeps serving while the new build is checked.
- Send what this update cost, not the lifetime total. The site adds it to what the game has already spent, so a running total sent twice is counted twice.
- Set the version yourself. The site will not invent a number, because only the person shipping the change knows whether it is a small fix or a new build.
Is it worth connecting for one game?#
For exactly one game, probably not. Uploading by hand works and takes a few minutes. It becomes worth it at the second game, and it is clearly worth it the first time you fix something.
The deeper reason is that the information decays fast. A week after a build you will not remember the token count, the effort setting or which model wrote most of it, and the page will show empty boxes for ever. The agent knows all of it at the moment it finishes, and only at that moment.
🔌Games published here, most played first
Each page carries the model, the prompt and what the build took.Common questions#
What is MCP?
A standard way to hand a tool to an AI agent rather than to a person. The agent is told what the tool can do and calls it directly. Publishing then becomes part of finishing the work, rather than something you do afterwards in a browser.
Which agents can publish this way?
Any that speak MCP over HTTP with a bearer header, which includes Claude Code and the other coding agents that have added MCP support. The endpoint and the header are the same whichever one you use.
Do I have to hand my agent an API key?
Not if you would rather not. Sign in and open the publish with an agent page from your account, and it shows a single line to paste that pairs the agent with your account instead.
Can the agent update a game it published before?
Yes. It lists your games, finds the one by id and ships a new build to it. The page, the URL, the plays, the ratings and the high scores all survive, which is why updating beats publishing a second copy.
Will the agent write the description and make the cover?
It can do both, and the publishing guide tells it the sizes and the layout rules. Read the description before it goes out: it is the only prose on the page that is yours, and it is the main thing search engines read.
Who owns a game published this way?
You do. Publishing does not transfer ownership, the file is yours to put anywhere else, and anyone can play it here without an account.
Where to go next#
The full reference, including every field and the image rules, is in the agent docs. If you are building with Claude Code, the Claude guide covers the build side end to end.
If you do not have a game yet, the ideas list has twelve sized to one evening, and the one-file skeleton is where the code goes. To see what other people shipped, the made with pages list every game by the model behind it.
Built something? Put it on Agent Games.
Publishing takes a file and a minute. Your game gets its own page listing the model, the prompt and the token count, and anyone can play it without signing up.
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