
GripForge MCP Server: Setup for Claude, Cursor and Other Apps
Lets Claude or Cursor make game assets for you, such as rigged characters, weapons, textures, maps and playable game kits, using your GripForge account.
GripForge connects your assistant to the GripForge game-asset service. You ask for a character, a weapon in its hand, a seamless texture or a playable game kit, and the assistant calls the service and saves the result in your Library.
You can use the hosted address with an API key from your GripForge account, or the npm package, which also lets the assistant read and write files in your project. Generations cost credits, so ask for a quote before big jobs.
Good for
- Indie developers who want characters, weapons and props without a 3D artist
- Unity, Godot, Unreal and Three.js developers who want assets with the code to use them
- Prototypers who want a playable game slice from a prompt
Works in
14 should work
Tap an app to see how to set it up and any known problems.
Supports local MCP servers.
Supports local MCP servers.
Supports local MCP servers.
Supports local MCP servers.
Supports local MCP servers.
Supports local MCP servers.
Supports local MCP servers.
Supports local MCP servers.
Supports hosted MCP servers.
Supports local MCP servers.
Supports local MCP servers.
Supports local MCP servers.
Supports local MCP servers.
Supports hosted MCP servers.
Install GripForge MCP
Claude Code
- 1
Copy this prompt.
Add the GripForge MCP server to Claude Code. Run this command: claude mcp add --transport http gripforge https://gripforge.ai/mcp --header "x-api-key: <GRIPFORGE_API_KEY>" Ask me for GRIPFORGE_API_KEY and only put the values in that config, nowhere else. Then check that it loaded and tell me if I need to sign in or restart.
- 2
Paste it into Claude Code. It shows the change and asks before running it.
Requires API key.
Hosted needs nothing installed: use the first method with your key in the x-api-key header. Pick the npx method when the assistant must write files into your project (it reads and writes local paths, and runs local tools for Unreal maps and game kits).
From the project README. Source.
Tools
Makes a rigged, game-ready character from a text prompt or a picture
Creates a character in a T-pose with a Mixamo-style skeleton and saves it to your GripForge Library. Give it a text description, or a concept image to build from. It costs credits per generation.
Try: “Generate a hooded desert knight character, rigged and ready to animate.”
Write ·
gripforge_generate_characterMakes a game-ready sword, gun or knife model
Creates a weapon model with no rig and saves it to your Library as a weapon. The description says it costs 10 credits.
Try: “Generate a curved obsidian sword for my knight.”
Write ·
gripforge_generate_weaponMakes a prop such as a crate, kart or barrier
Creates a game-ready prop model, saves it to the Library and returns a job you poll for the result. It is charged to your subscription or costs 10 credits.
Try: “Generate a mossy stone barrel prop I can scatter in a cave level.”
Write ·
gripforge_generate_propEstimates what a generation will cost before you spend
Gives a free estimate for a model, concept, texture, rig or animation. It reports your balance and the expected cost so the assistant can ask you before spending.
Try: “How many credits would a rigged character with run and attack animations cost?”
Network ·
gripforge_generation_quotePuts a weapon or shield in a character's hand
Finds the hand bone on a rigged character, scales the prop to the body and closes the fist around the grip. It returns the placement data with ready-to-paste Unity and Godot snippets, and can write a combined GLB file.
Try: “Attach this sword to my knight's right hand and export the armed GLB.”
Write ·
gripforge_attachAdds idle, walk, run and attack animations to a character
Copies a standard animation pack onto a Mixamo-style character from your Library. The pack covers idle, walk, run, attack, hit, death and dodge, plus extras.
Try: “Animate my knight with the standard clip pack.”
Write ·
gripforge_animateMakes a texture tile and sharpens it without redrawing it
Blends the seams so a texture repeats cleanly and upscales it to 2x or 4x, capped at 1024 or 2048 pixels. It keeps the original pattern and uses no credits. It writes the PNG into a folder you name.
Try: “Make this cobblestone texture seamless and upscale it 2x.”
Write ·
gripforge_texture_prepSearches your Library and the community catalog
Searches models, materials and animations and ranks results by how well they fit a GripForge game, with a grade from A to D and the reasons.
Try: “Find a rigged goblin enemy under 10,000 triangles.”
Network ·
gripforge_asset_searchLists what is saved in your Library
Lists characters, enemies, weapons, props, textures, HUD pieces and binds in your locker. You can filter by kind or game style and sort by fit.
Try: “Show my weapons in the Library, best fit first.”
Network ·
gripforge_library_listDownloads a Library item into your project folder
Writes the placement data and mesh for a Library item next to your working files. It defaults to a gripforge-library folder in the current directory.
Try: “Pull lib_knight into my project.”
Files ·
gripforge_library_pullUploads a local file to your Library
Uploads a character, weapon, prop, texture, HUD piece or bind file from an absolute path on your computer.
Try: “Upload ./assets/crate.glb to my Library as a prop.”
Write ·
gripforge_library_pushRebuilds a playable map layout from reference images
Runs a staged pipeline from reference stills to a map graph, a greybox layout and then a dressed map. The tool notes that a known map stays its owner's intellectual property.
Try: “Reconstruct a desert bomb-defusal map with two sites.”
Write ·
gripforge_map_reconstructOpens a prepared map job in the Unreal editor
Launches the Unreal editor installed on your computer to build a prepared job as a separate level. It writes generated assets and that level, and continues after the call ends.
Try: “Import the prepared arena job into Unreal.”
Runs code ·
gripforge_map_unreal_import_localAnalyzes a local game or project and imports it into your Library
Scans a game or project folder you are authorized to use, classifies what it finds and imports it privately. It starts a background job on your computer and returns at once.
Try: “Analyze ./MyGame and import its characters into my Library.”
Runs code ·
gripforge_game_importReplaces a published game's page text and gallery
Replaces the description and photo gallery of a registered game without re-uploading its files. It needs a game-specific publication token and is flagged as destructive.
Try: “Update my game page description and use these three screenshots.”
Write ·
gripforge_game_listing_updatePublishes a game project or takes it offline
Opens a Game Kit project's play link without an account and starts its online server if the game is online. It can also take it offline.
Try: “Publish a preview of my roguelike so I can send a link.”
Write ·
gripforge_game_publishUninstalls a Game Kit module from a project
Removes a kit you installed from a Game Kit project. The description says to do this only when you ask, and some default kits are protected.
Try: “Remove the render.lod kit from my project.”
Delete ·
gripforge_gamekit_removeUndoes the last local Game Kit delivery
Restores files saved before the last local delivery, removes files that delivery added unless you edited them, and puts the previous lock file back.
Try: “Roll back the last Game Kit delivery in this project.”
Delete ·
gripforge_gamekit_rollback_localRemoves a third-party kit from a local game
Removes the kit's declaration, install entry, lock lines and the copies of its module beside the game. GripForge's own kits are not touched by this tool.
Try: “Remove the extra inventory kit from my local game.”
Delete ·
gripforge_third_party_kit_removeCreates a game server record
Creates a dedicated server record for a game. It does not start the process until you deploy.
Try: “Create a Godot ENet server for my game.”
Write ·
gripforge_server_createDeletes a game server
Stops the instance and deletes the server. It is marked high impact, needs confirm set to true and works for the owner only.
Try: “Delete my test server srv_123.”
Delete ·
gripforge_server_delete
Read from the source code
Permissions
high risk · 5 things to watch
High risk
The assistant can create, change and delete things in your GripForge account, including game servers, and generations spend credits. Check each delete and each paid generation before you approve it.
What it can do
- Read your data
- Create and change things
- Delete things
- Read-only mode
Watch out for
It can delete game servers, projects and kits
The server delete tool stops and deletes a game server and needs confirm set to true. The game project tool has a delete action (confirm true), and kit removal and rollback tools also delete. Approve each call. npmjs.com
Generations spend credits
The README says generating a character or weapon costs 10 credits. Ask the assistant for a quote first. github.com
The npm package reads and writes your files
Tools such as library pull, library push, texture prep and game import read or write paths on your computer. Keep it to the project folder you mean. npmjs.com
It can launch the Unreal editor
The Unreal import tool starts the editor installed on your computer and keeps running after the call ends. npmjs.com
The API key travels in a header
On the hosted route the key sits in your client config. Do not commit that file. github.com
Security advisories
No published security advisories as of Nov 1, 2026.
Technical details
| Turning on read-only | No read-only mode is documented. |
|---|---|
| Talks to | gripforge.ai (hosted API, and any URL you pass as an asset) |
| Sign-in and keys | A GripForge API key (gf_...) sent as an x-api-key header on the hosted route, or set as GRIPFORGE_API_KEY for the npm package. A game-specific GRIPFORGE_PUBLICATION_TOKEN is needed to update a published game page. |
Questions
Is the GripForge MCP server official?
Yes. It is published by GripForge from its own repo and talks to the GripForge API.
Does it need an API key?
Yes. Create a key at gripforge.ai/account. On the hosted route it goes in an x-api-key header, and with the npm package it goes in GRIPFORGE_API_KEY.
Should I use the hosted address or the npm package?
Use the hosted address when you only need assets in your Library. Use the npm package when the assistant must read or write files in your project, because it works with local paths.
How much does it cost?
Generations use credits. The README says generating a character or weapon costs 10 credits, while reading the Library, animating an existing character and level and map kits cost nothing. A subscription can cover generation instead.
How many tools does it have, and are they all listed here?
More than 100, and the list here is partial. The published package registers well over a hundred tools across assets, maps, game kits, servers and audio. The ones shown are the most useful and the destructive ones.
Which game engines does it support?
Unity, Godot, Unreal and Three.js. Assets come with placement data and snippets for each.
Can it delete things?
Yes. It can delete game servers, uninstall kits from a project and roll back local changes. Delete calls are marked destructive, so approve them one at a time.
Information
updated Nov 2, 2026
- Publisher
- Official
- Package
@gripforgeai/mcp- Registry
- npm
- Endpoint
https://gripforge.ai/mcp- Transport
- stdio, Streamable HTTP
- Auth
- API key
- Version
- 0.1.156
- License
- MIT
- Last commit
- Oct 29, 2026
- Open issues
- 0
- Listed in
- Official MCP registry
Sources
Docs, issue trackers and discussions this page is built from. Issues, quotes and findings above link to their own source.
Show all 2Hide
- GripForge MCP README · github.com
- @gripforgeai/mcp on npm (v0.1.164 dist) · npmjs.com