BuildersGate (Thepizzapie/BuildersGate) is an MCP server listed on the M8ven Trust Index. It scores 68 out of 100, grade C. It declares 320 tools. No publisher has claimed this listing.

C
Warning
68/100

BuildersGate

Agentic game development for building games with AI Agents. Run one session per seat: art, gameplay, narrative, QA, audio, tech all in 1 spot

Warning. Serious findings were identified. Review the full report before connecting. Grades reflect the full trust pyramid: code, verification depth, and reputation. New projects cap at C until adoption is earned.

How we verified

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Who stands behind it

Thepizzapie

Source: github_repo_search

Is this your MCP?

Claim it to get a verified publisher badge, a free copy of our full audit findings, and direct contact for any high-priority issues we find. Or connect your repo for our deepest verification, Live Monitored: read-only, revoke anytime. What we access →

Install from

The grade above is for the source repository. Registries can serve a different version, so we mark the ones we were not able to read.

// key findings
🚨
Code appears obfuscated
2 files are unreadable to a human reviewer. Cannot audit what they do.
🔐
You'll be asked for 2 credentials: OPENAI_API_KEY, KREA_API_KEY
These are read from process.env at runtime. Make sure you trust where they’ll be sent.
// tools this server exposes316 tools

These names and descriptions are the publisher's own, read from the source code. We print them as written. Our assessment is the findings above, not this list.

project_init

Create a Builders Gate project (.bgate/game.db) at root (default: cwd).

project_select

Resolve a Builders Gate project by registered name or path. DEPRECATED as a mode switch - it no longer changes what later calls affect.

bgate_doctor

Can this machine actually do the work? One call, every dependency.

project_status

The project's identity plus a count of what's in the bible and lore.

project_set_dimension

Correct the project's 2d | 3d | 2d+3d record after the game changed shape.

project_set_engine

Correct which engine this project is built in: godot | web | unity | none.

bible_add

Add a bible section.

bible_update

Update a bible section in place. Omitted fields keep their current value.

bible_read

Read the bible. No kind: every section, grouped by kind.

bible_ref_attach

Anchor a pinned reference IMAGE to a bible section - the art that says what the words mean.

bible_ref_list

The reference art anchored to the bible. READ BEFORE WRITING OR ILLUSTRATING CANON.

bible_ref_detach

Remove one anchor from a bible section. The pin itself survives - only the claim that this section is about that image goes away.

lore_add

Create a lore entity.

lore_update

Update an entity by slug or name. Promote draft to canon with status='canon'.

lore_brief

Everything about one entity - record, facts, and edges. Read before writing it.

lore_list

List entities, optionally filtered by kind and/or status.

lore_link

Connect two entities. rel is free-form: 'rules', 'allied_with', 'born_in'.

lore_fact

Assert ONE atomic fact about an entity - canon_check compares against these.

canon_check

Check text against canon BEFORE it lands. Run on every narrative write.

recall

Search the bible and lore. Call this BEFORE inventing anything.

provider_status

Which paid providers are LIVE - keyed, and funded where they will say.

image_status

Is the painted-art leg usable - hosted, local, or neither?

local_status

Every generator running on THIS machine: 2D, 3D, and what each one needs.

tileset_generate

GENERATE A GODOT TILESET - the bridge the level pipeline was missing.

image_generate

Generate PAINTED art - portraits, select-screen cards, title splashes, textures, decals, stage paint-overs. Costs real money per image (~$0.02-0.19).

image_edit

Generate an image CONDITIONED ON reference image(s) - the consistency primitive, exposed raw.

item_classes

The item-art taxonomy: the classes, their equip slot, and the variant axes. This IS the contract to drive item_generate / item_variants - read it before minting gear so names/slots line up with the equip/layer system.

item_generate

Mint ONE gear/item icon - transparent, class-templated, tracked.

item_variants

Mint a BATCH of variants of one class from a parameter grid - the cartesian product of the axes you pass, each a self-contained item.

sprite_sheet_slice

Find every sprite on an IRREGULAR sheet and cut it out. Free and local.

sprite_sheet_check

LOOK AT A GENERATED POSE ROW OR CHARACTER SHEET BEFORE SPENDING ANYTHING ELSE ON IT. Free - calls no model, buys nothing, changes nothing.

item_to_spriteframes

Wrap a single item PNG into a 1-frame Godot SpriteFrames .tres so it drops straight into an equip slot - the bridge from the item pipeline to the equip/layer system (templates/2d gear_rig.gd).

sprite_contract_get

The project's SPRITE CONTRACT - the declared shape of every sheet.

sprite_contract_set

Declare or change the sprite contract. preset one of single / sidescroller / four_corner / four_dir / eight_dir, then patch overrides individual fields (cell, actions, characters, ...). A preset REPLACES the shape wholesale - half of one preset merged into another is how contradictions are born. Wit

animation_generate

CONTRACT-DRIVEN character animation via Retro Diffusion.

aseprite_status

Is Aseprite usable on this machine? Path and version, or what to do.

palette_pin

PIN THE PROJECT PALETTE in the art bible - the fix for uneven pixel art.

aseprite_master

Sheet PNG -> tagged .aseprite MASTER, the file a human edits.

aseprite_export

Hand-edited .aseprite -> sheet PNG + EXACT SpriteFrames .tres.

aseprite_antialias

Soften stair-step corners in a sprite or tile PNG. Free and local.

aseprite_normal_map

Normal map from a sprite or tile PNG, brightness read as height.

sprite_plan

The key poses and timing for standard animations. FREE - spends nothing.

image_sprites

PAINTED sprite set - REFERENCE-FIRST for consistency.

image_talkhead

ANIMATED TALKING PORTRAIT: a face whose mouth moves while it speaks.

godot_status

Is Godot available, and which version? Check before engine work.

engine_status

Is this project's engine installed and drivable? Check before engine work.

engine_check

Does this project still build? The engine-neutral 'did I break it' check.

engine_templates

What project templates this engine can scaffold. Default: the project's engine.

engine_scaffold

Create a runnable game for this project's engine (godot | web) at dest.

godot_run

Run a GDScript headless and capture its output.

godot_export_probe

Run a SceneTree script against an EXPORTED pck - what the player gets.

godot_scene_audit

Audit a 3D scene for the defects that shipped green everywhere else.

godot_export_verify

Load one scene from the PROJECT and from the PCK and diff what the engine built: node set, types, visibility, transforms, mesh and bounds, materials per surface (albedo, texture, shader), collider class and size, bone and animation counts, and every exported script variable - the per-instance overri

track_generate

Generate a closed, drivable circuit scene from a JSON spec.

blockout_generate

Generate a measured 3D graybox - rooms, corridors, doors, box props, a baked navmesh - from a JSON spec or a level_plan result.

ui_concept

Paint concept frames for the game's screens, then derive a palette and a Godot Theme from them. Costs one image per screen.

sfx_prompt

Generate a REAL sound effect through kie (Suno sounds) - engines, skids, impacts, ambience, UI - and deliver it to audio/sfx/. Costs credits per call; several takes may come back, all are kept. Use sfx_generate only for retro/8-bit projects. LISTEN before wiring.

godot_test_run

Run this project's own Godot test scripts headless and score them.

godot_templates

What project templates are available to scaffold.

godot_scaffold

Create a runnable Godot project wired for playtesting.

godot_check_project

Import/validate a project headless - the 'does it still build' check.

godot_import_asset

THE DELIVERY PATH FOR ANY ASSET - 2D or 3D. A PNG belongs here too.

godot_deliver_asset

3D ONLY: take a finished .glb the rest of the way - engine, then scene.

scene_outline

Read a scene's node tree - paths, types, roles, scripts, resources.

scene_wire

Put an asset into a scene as a new node, wired correctly.

scene_unwire

Remove a node from a scene, and sweep any resource left referenced by nothing.

scene_node_add

Add a plain node - a Camera2D, a Timer, a CanvasLayer, a grouping Node2D, or in a 3D scene a MeshInstance3D, a CollisionShape3D, a DirectionalLight3D.

scene_set_property

Set one property on one node - position, z_index, visible, scale, a flag.

scene_swap_resource

Point a node at a different file - try that sheet, that music, that scene.

scene_attach_script

Attach a .gd to a node that already exists. Defaults to the scene root.

scene_rename_node

Rename a node and repair every path in the file that named it.

scene_reparent_node

Move a node and everything under it beneath a different parent.

causal_chains

Why did that action fail? The gate ladder, reconstructed from telemetry.

causal_specs

This project's chain specs, and whether each one's gate order is trusted.

causal_infer_spec

Draft a chain spec by reading what your game actually emits.

ref_pin

Pin an APPROVED image as a canonical reference anchor.

ref_list

The pinned reference anchors. Check BEFORE generating character/style art.

profile_set

Store a character's visual identity - written while LOOKING at the pinned reference, never from memory. Injected automatically into every image_sprites generation for this character, and consistency_check judges against it. traits = what the character IS; style = the rendering style every frame must

profile_get

A character's stored visual identity (or {missing: true}).

consistency_check

Judge a generated frame against its character - from a BUILT comparison, never from memory. Composes reference | candidate side-by-side on a checkerboard (alpha honesty), archives it to the gallery, and returns the profile checklist + a palette-drift tripwire. YOU then look at the composite and verd

art_qa_verdict

Record an INDEPENDENT art-QA reviewer's verdict on a candidate artifact.

art_tournament_verdict

Record an INDEPENDENT reviewer's pick in ONE pairwise art match.

art_tournament_standings

Elo standings for a target, derived fresh from its decided matches.

ref_unpin

Remove a pin (the file itself is kept - deleting canon art is a human call).

asset_lock

Claim a binary asset for one seat BEFORE editing it.

asset_release

Release a lock when the edit is done - records the new content hash.

asset_track

Register an existing file under its content hash (sha256).

asset_status

List tracked assets, optionally by kind or only the locked ones.

pending_decisions

EVERYTHING WAITING ON A HUMAN, in one call. The gate's read path.

asset_verify

PRESENCE IS NOT CORRECTNESS: is every asset intact, WIRED, and CURRENT?

iteration_status

Causal iteration history: snapshots, assets, playtests, decisions, work, outcome.

iteration_record_checks

Attach automated-check results to the active iteration and next snapshot.

playtest_devices

List mic inputs and open windows - pick what to record before starting.

playtest_check

Preflight a session: ffmpeg, mic SIGNAL, transcriber, target window.

playtest_start

Start recording a play session - game window video + your voice.

playtest_stop

Stop recording, then transcribe, align, and classify feedback.

playtest_brief

The session as agents should read it: video frames + feedback + telemetry.

playtest_list

List play sessions. status: recording | processing | ready | failed.

playtest_promote

Accept a feedback item as real work, optionally re-routing it.

playtest_dismiss

Drop a feedback item - noise, or already handled.

216 further tools are not listed here. The complete surface is in the source.

// environment variables
To run this server yourself, you supply these values. They go in your own MCP client configuration and stay on your machine. The secret label means the value is sensitive, not that the server mishandles it.
configBGATE_E2E_PYTHON
configBGATE_ROOTproject_dir, falling back to and then to the nearest .bgate/.
configBGATE_SEAT
configBGATE_LOCK_OWNER
configBGATE_SEAT_TOOLS
configBGATE_WORK_ITEM
configBGATE_PALETTE_COHESION
configBGATE_PALETTE_FLOOR
configBGATE_VISION_MODEL
configBGATE_DISPATCH_MODE
configBGATE_BRAINSTORM_SESSION
configBGATE_BRAINSTORM_SEAT
configBGATE_ACTORagent:item-<id> and is refused the bible, provider keys, the revert,
configBGATE_UI_URL
configBGATE_HOME
configBGATE_ASEPRITE
configBGATE_BLENDER
configBGATE_GODOT
configXDG_DATA_HOME
configBGATE_IMAGE_MODEL
configBGATE_IMAGE_MODEL_TRANSPARENT
configBGATE_IMAGE_MODEL_OPAQUE
🔐 secretOPENAI_API_KEYOptional: or KREA_API_KEY for art, KIE_API_KEY for music,
configBGATE_IMAGETO3D_PYTHON
🔐 secretKREA_API_KEYOptional: OPENAI_API_KEY or for art, KIE_API_KEY for music,
configBGATE_WHISPER_PYTHON
configBGATE_UNITY
configBGATE_NODE
configBGATE_DIRECTOR_MODE
configBGATE_LEASE_S
configBGATE_NO_AUTH
configBGATE_ALLOW_DISPATCH
configBGATE_PROMPT_MODEL
configBGATE_STUDIO_USER
configBGATE_AEGIS
configCLAUDE_CONFIG_DIR
configBGATE_LANES
configBGATE_ITERATION
configBGATE_SCRIPT_MODEL
// quality suggestions

Tool annotations

No tools have read-only/destructive annotations

Add readOnlyHint or destructiveHint annotations to every tool so hosts can warn users before invoking.

All four hints declared on every tool

320/320 tools missing one or more hints — project_init (missing: readOnlyHint, destructiveHint, idempotentHint, openWorldHint); project_select (missing: readOnlyHint, destructiveHint, idempotentHint, openWorldHint); bgate_doctor (missing: readOnlyHint, destructiveHint, idempotentHint, openWorldHint), +317 more. OpenAI's directory rejects tools where any of the four hints are missing or non-boolean.

For every tool, set all four hints (readOnlyHint, destructiveHint, idempotentHint, openWorldHint) to explicit true/false values that match the handler’s actual behaviour.

Destructive tools are labelled

2 tools perform destructive updates without destructiveHint — image_sprites deletes at line 4698 (try: os.remove(bak)); godot_export_probe deletes at line 5274 (_sh.rmtree(tmp, ignore_errors=True))

Add destructiveHint:true to any tool whose handler calls .delete(), .upsert(), .update(), unlink, rm, DELETE, DROP, REPLACE INTO, or any operation that overwrites existing data.

Tool test coverage

247/320 tools referenced in tests (77%)

Write tests that reference each tool by name so every tool has at least one test.

Readable source code

2 files are minified or bundled, which is usually build output rather than concealment

Ship unminified, readable source.

Claim the listing to review these findings one by one and send us a correction where you disagree, straight to the team. Claiming also means we tell you when the grade moves, and reach you first if we find anything urgent.

// full audit trail
The findings above are the summary. The full trail, every check we ran, each deduction, the network hosts observed and the dependency advisories, goes to verified publishers, along with an alert whenever a new one lands. Verified publishers can also review each finding and dispute it in one click. Publisher corrections have sharpened several of our checks this month, because the maintainer knows the codebase better than any scanner.
// improvement guidance — verified publishers only
We have 5 concrete improvements we can share with the publisher of this MCP. Each comes with specific guidance to raise the trust score.
// embed badge in your README
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commit: 5cb3dd9c8f6c7dfaeafc6398b5c9f21a590c8be2
code hash: 661a461a412e7d99148b31093cea416a41e4190ddd7f8816d428f6751043c6ac
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