One MCP server to inspect and mod any game, driven by an AI agent. Free open-core edition: engine auto-detection + native binary analysis/patching toolset. Local, offline, no telemetry.
- ✓Open-source license (MIT)
- ✓Actively maintained (<30d)
- ✓Clear description
- ✓Topics declared
- ✓Documented (README)
git clone https://github.com/doritoman90000/universal-game-modder{
"mcpServers": {
"universal-game-modder": {
"command": "node",
"args": ["/path/to/universal-game-modder/dist/index.js"]
}
}
}MCP Servers overview
# Universal Game Modder
**One MCP server to inspect and mod any game — driven by an AI agent.**
Universal Game Modder (UGM) is a local [Model Context Protocol](https://modelcontextprotocol.io) server that gives an AI agent (like Claude in Claude Code) hands for game reverse-engineering and modding: it auto-detects a game's engine, then exposes a toolset for analyzing and patching the binaries — all running locally on your own machine, no cloud, no telemetry.
This is the **free open-core edition (v0.1.3)**.
---
## ⚠️ Responsible-use notice
UGM is a general-purpose binary-analysis and interoperability tool. It is meant for **modding, interoperability, security research, and education on software you legally own or are authorized to analyze.** You are responsible for how you use it. Before installing, read [`ACCEPTABLE_USE.md`](ACCEPTABLE_USE.md) and [`LICENSE-EULA.md`](LICENSE-EULA.md).
---
## What's in the free edition
- **One stdio MCP server** that an agent connects to and drives.
- **Game-engine auto-detection** — point it at a game directory; it identifies Unity (Mono / IL2CPP), Unreal, Godot, Java, and native binaries from file signatures.
- **Native binary analysis + patching toolset** — PE header analysis, hex read/write/search/replace, IDA-style pattern scanning, string extraction, checksums, and binary diffing, running natively in-process (no external tools required).
The guided `game-modder` workflow skill and the delegated decompilation backends land in a later release; this edition is the MCP server + engine detection + the native toolset.
### Not in the free edition (Pro tier)
The web dashboard, the delegated Unity/Unreal/JAR decompilation backends, and native disassembly are part of the **Pro** tier and are **not** included here. The free edition is fully functional on its own for engine detection and native binary work.
---
## Requirements
- **Node.js 18+** (uses ES modules and `better-sqlite3`)
- **[Claude Code](https://claude.com/claude-code)** or any MCP-capable client
- Windows / macOS / Linux (native tools are cross-platform; the smallest cut ships no OS-specific binaries)
---
## Install
```powershell
# from the repo root
./setup.ps1
```
Or manually (`dist/` ships prebuilt; there is nothing to compile in this edition):
```bash
npm install
```
Then register the server with your MCP client. For Claude Code, add to your MCP config:
```json
{
"mcpServers": {
"universal-game-modder": {
"command": "node",
"args": ["dist/index.js"]
}
}
}
```
On first run, `ugm.config.json` ships with **empty placeholders** — the free edition needs no external paths. (The Pro delegate backends are where those get filled in.)
### Config resolution
The server reads the first of these that exists and merges it over built-in defaults:
1. the file named by the `UGM_CONFIG` environment variable
2. `ugm.config.local.json` next to `package.json` — your machine-specific paths; keep it out of version control (the repo's `.gitignore` already does)
3. `ugm.config.json` — the tracked file, placeholders only
So you can fill in backend paths without ever editing a file that could end up in a release or a pull request.
---
## Quickstart
Once connected, ask your agent to work through these. **Every example below is executed against a real binary before each release** — see [Verified examples](#verified-examples).
> **Parameter naming:** file-level tools take **`file_path`** (and `file_path_a` / `file_path_b` for comparisons). Game-directory tools take **`game_path`**. Disassembly tools take **`binary_path`**.
**1. Detect what a game is built with:**
```
detect_engine { "game_path": "C:\\Path\\To\\Game" }
```
**2. Set it as the active target:**
```
load_game { "game_path": "C:\\Path\\To\\Game" }
```
**3. Analyze a binary:**
```
analyze_file_format { "file_path": "...\\SomeBinary.dll" } # magic bytes, managed vs native
analyze_pe_full { "file_path": "...\\SomeBinary.exe" } # PE headers, sections, data directories
```
**4. Search and inspect:**
```
extract_strings { "file_path": "...", "min_length": 8 }
extract_dll_classes { "file_path": "...", "search_terms": ["Health","Damage"] }
pattern_scan { "file_path": "...", "pattern": "48 8B ?? ?? ?? ?? ??" }
search_binary_pattern { "file_path": "...", "patterns": ["maxHealth"] }
```
**5. Patch and verify:**
```
hex_read { "file_path": "...", "offset": 4096, "length": 64 }
hex_replace { "file_path": "...", "search_hex": "90 90", "replace_hex": "EB 00" }
calculate_checksums { "file_path": "..." } # before/after integrity
compare_binaries_detailed { "file_path_a": "...", "file_path_b": "..." }
```
**6. Disassemble (native, included):**
```
disassemble_function { "binary_path": "...\\SomeBinary.exe", "rva": 4096 }
disassemble_range { "binary_path": "...\\SomeBinary.exe", "rva": 4096 }
```
### Full free-edition tool list
These **29 tools run entirely in-process** and need no external backend.
**Native binary tools (19)** — all take `file_path` unless noted:
Detection / PE: `analyze_pe_full`, `analyze_file_format`, `analyze_dll_structure`, `rva_to_offset` (+`rva`), `offset_to_rva` (+`offset`)
Hex: `hex_read` (+`offset`), `hex_write` (+`offset`,`hex_data`), `hex_search` (+`hex_pattern`), `hex_replace` (+`replace_hex`)
Scanning: `pattern_scan` (+`pattern`), `pattern_scan_all` (+`pattern`), `search_binary_pattern` (+`patterns`)
Strings / classes: `extract_strings`, `extract_strings_advanced`, `extract_dll_classes`
Integrity / diff: `calculate_checksums`, `compare_binaries_detailed` (`file_path_a`,`file_path_b`)
Godot: `analyze_godot_pck`
Disassembly: `disassemble_function` (`binary_path`,`rva`)
**Workflow / session tools (10):**
`detect_engine`, `load_game`, `game_status`, `find_steam_games`, `mod_this_game`, `find_gameplay_values`, `build_and_deploy`, `debug_mod`, `scaffold_mod`, `list_available_tools`
### What the server also lists (Pro backends)
For transparency: the server advertises **100 tools total**. The other **64** are the Unity (27), Unreal (11), and Java/JAR (26) decompilation suites, which **route to external Pro-tier backend executables**. They appear in the tool list, but calling one without a configured backend returns a clear error:
```
ERROR: Backend unity-decompiler not configured (missing executable path)
```
That is expected behavior in the free edition, not a defect. Configure their paths in `ugm.config.json` (Pro) to enable them.
### Verified examples
The Quickstart calls above are not aspirational. Each release is gated on a verification pass that executes them against a real PE binary and requires every one to return real data. The v0.1.3 pass (2026-09-02, on the restored release cut) ran the gate's 20 documented calls plus 3 clean-failure checks; results are recorded in [`VERIFICATION.md`](VERIFICATION.md).
---
## License
The UGM code is released under the [MIT License](LICENSE). Use of the tool is additionally governed by [`LICENSE-EULA.md`](LICENSE-EULA.md) and [`ACCEPTABLE_USE.md`](ACCEPTABLE_USE.md). Third-party components used by the Pro-tier backends are attributed in [`licenses/`](licenses/).
## Changelog
See [`CHANGELOG.md`](CHANGELOG.md). Current version: **v0.1.3** — the config can no longer ship machine paths, and the release was
restored and re-verified after a disk incident. v0.1.2 fixed engine detection; v0.1.1 fixed the docs and added the gate.
What people ask about universal-game-modder
What is doritoman90000/universal-game-modder?
+
doritoman90000/universal-game-modder is mcp servers for the Claude AI ecosystem. One MCP server to inspect and mod any game, driven by an AI agent. Free open-core edition: engine auto-detection + native binary analysis/patching toolset. Local, offline, no telemetry. It has 0 GitHub stars and its last recorded update is dated 2026-09-02.
How do I install universal-game-modder?
+
You can install universal-game-modder by cloning the repository (https://github.com/doritoman90000/universal-game-modder) or following the README instructions on GitHub. ClaudeWave also provides quick install blocks on this page.
Is doritoman90000/universal-game-modder safe to use?
+
Our security agent has analyzed doritoman90000/universal-game-modder and assigned a Trust Score of 95/100 (tier: Verified). See the full breakdown of passed checks and flags on this page.
Who maintains doritoman90000/universal-game-modder?
+
doritoman90000/universal-game-modder is maintained by doritoman90000. The last recorded GitHub activity is dated 2026-09-02, with 0 open issues.
Are there alternatives to universal-game-modder?
+
Yes. On ClaudeWave you can browse similar mcp servers at /categories/mcp, sorted by popularity or recent activity.
Deploy universal-game-modder to your cloud
Ship this repo to production in minutes. Each platform spins up its own environment with editable env vars.
Maintain this repo? Add a badge to your README
Drop the badge into your GitHub README to show it's tracked on ClaudeWave. Each badge links back to this page and reflects the live Trust Score.
[](https://claudewave.com/repo/doritoman90000-universal-game-modder)<a href="https://claudewave.com/repo/doritoman90000-universal-game-modder"><img src="https://claudewave.com/api/badge/doritoman90000-universal-game-modder" alt="Featured on ClaudeWave: doritoman90000/universal-game-modder" width="320" height="64" /></a>More MCP Servers
Fair-code workflow automation platform with native AI capabilities. Combine visual building with custom code, self-host or cloud, 400+ integrations.
User-friendly AI Interface (Supports Ollama, OpenAI API, ...)
An open-source AI agent that brings the power of Gemini directly into your terminal.
Real-time global intelligence dashboard. AI-powered news aggregation, geopolitical monitoring, and infrastructure tracking in a unified situational awareness interface
The fastest path to AI-powered full stack observability, even for lean teams.
🕷️ An adaptive Web Scraping framework that handles everything from a single request to a full-scale crawl!