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.
Agentic game development for building games with AI Agents. Run one session per seat: art, gameplay, narrative, QA, audio, tech all in 1 spot
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Thepizzapie
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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.
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_initCreate a Builders Gate project (.bgate/game.db) at root (default: cwd).
project_selectResolve a Builders Gate project by registered name or path. DEPRECATED as a mode switch - it no longer changes what later calls affect.
bgate_doctorCan this machine actually do the work? One call, every dependency.
project_statusThe project's identity plus a count of what's in the bible and lore.
project_set_dimensionCorrect the project's 2d | 3d | 2d+3d record after the game changed shape.
project_set_engineCorrect which engine this project is built in: godot | web | unity | none.
bible_addAdd a bible section.
bible_updateUpdate a bible section in place. Omitted fields keep their current value.
bible_readRead the bible. No kind: every section, grouped by kind.
bible_ref_attachAnchor a pinned reference IMAGE to a bible section - the art that says what the words mean.
bible_ref_listThe reference art anchored to the bible. READ BEFORE WRITING OR ILLUSTRATING CANON.
bible_ref_detachRemove one anchor from a bible section. The pin itself survives - only the claim that this section is about that image goes away.
lore_addCreate a lore entity.
lore_updateUpdate an entity by slug or name. Promote draft to canon with status='canon'.
lore_briefEverything about one entity - record, facts, and edges. Read before writing it.
lore_listList entities, optionally filtered by kind and/or status.
lore_linkConnect two entities. rel is free-form: 'rules', 'allied_with', 'born_in'.
lore_factAssert ONE atomic fact about an entity - canon_check compares against these.
canon_checkCheck text against canon BEFORE it lands. Run on every narrative write.
recallSearch the bible and lore. Call this BEFORE inventing anything.
provider_statusWhich paid providers are LIVE - keyed, and funded where they will say.
image_statusIs the painted-art leg usable - hosted, local, or neither?
local_statusEvery generator running on THIS machine: 2D, 3D, and what each one needs.
tileset_generateGENERATE A GODOT TILESET - the bridge the level pipeline was missing.
image_generateGenerate PAINTED art - portraits, select-screen cards, title splashes, textures, decals, stage paint-overs. Costs real money per image (~$0.02-0.19).
image_editGenerate an image CONDITIONED ON reference image(s) - the consistency primitive, exposed raw.
item_classesThe 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_generateMint ONE gear/item icon - transparent, class-templated, tracked.
item_variantsMint 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_sliceFind every sprite on an IRREGULAR sheet and cut it out. Free and local.
sprite_sheet_checkLOOK AT A GENERATED POSE ROW OR CHARACTER SHEET BEFORE SPENDING ANYTHING ELSE ON IT. Free - calls no model, buys nothing, changes nothing.
item_to_spriteframesWrap 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_getThe project's SPRITE CONTRACT - the declared shape of every sheet.
sprite_contract_setDeclare 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_generateCONTRACT-DRIVEN character animation via Retro Diffusion.
aseprite_statusIs Aseprite usable on this machine? Path and version, or what to do.
palette_pinPIN THE PROJECT PALETTE in the art bible - the fix for uneven pixel art.
aseprite_masterSheet PNG -> tagged .aseprite MASTER, the file a human edits.
aseprite_exportHand-edited .aseprite -> sheet PNG + EXACT SpriteFrames .tres.
aseprite_antialiasSoften stair-step corners in a sprite or tile PNG. Free and local.
aseprite_normal_mapNormal map from a sprite or tile PNG, brightness read as height.
sprite_planThe key poses and timing for standard animations. FREE - spends nothing.
image_spritesPAINTED sprite set - REFERENCE-FIRST for consistency.
image_talkheadANIMATED TALKING PORTRAIT: a face whose mouth moves while it speaks.
godot_statusIs Godot available, and which version? Check before engine work.
engine_statusIs this project's engine installed and drivable? Check before engine work.
engine_checkDoes this project still build? The engine-neutral 'did I break it' check.
engine_templatesWhat project templates this engine can scaffold. Default: the project's engine.
engine_scaffoldCreate a runnable game for this project's engine (godot | web) at dest.
godot_runRun a GDScript headless and capture its output.
godot_export_probeRun a SceneTree script against an EXPORTED pck - what the player gets.
godot_scene_auditAudit a 3D scene for the defects that shipped green everywhere else.
godot_export_verifyLoad 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_generateGenerate a closed, drivable circuit scene from a JSON spec.
blockout_generateGenerate a measured 3D graybox - rooms, corridors, doors, box props, a baked navmesh - from a JSON spec or a level_plan result.
ui_conceptPaint concept frames for the game's screens, then derive a palette and a Godot Theme from them. Costs one image per screen.
sfx_promptGenerate 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_runRun this project's own Godot test scripts headless and score them.
godot_templatesWhat project templates are available to scaffold.
godot_scaffoldCreate a runnable Godot project wired for playtesting.
godot_check_projectImport/validate a project headless - the 'does it still build' check.
godot_import_assetTHE DELIVERY PATH FOR ANY ASSET - 2D or 3D. A PNG belongs here too.
godot_deliver_asset3D ONLY: take a finished .glb the rest of the way - engine, then scene.
scene_outlineRead a scene's node tree - paths, types, roles, scripts, resources.
scene_wirePut an asset into a scene as a new node, wired correctly.
scene_unwireRemove a node from a scene, and sweep any resource left referenced by nothing.
scene_node_addAdd 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_propertySet one property on one node - position, z_index, visible, scale, a flag.
scene_swap_resourcePoint a node at a different file - try that sheet, that music, that scene.
scene_attach_scriptAttach a .gd to a node that already exists. Defaults to the scene root.
scene_rename_nodeRename a node and repair every path in the file that named it.
scene_reparent_nodeMove a node and everything under it beneath a different parent.
causal_chainsWhy did that action fail? The gate ladder, reconstructed from telemetry.
causal_specsThis project's chain specs, and whether each one's gate order is trusted.
causal_infer_specDraft a chain spec by reading what your game actually emits.
ref_pinPin an APPROVED image as a canonical reference anchor.
ref_listThe pinned reference anchors. Check BEFORE generating character/style art.
profile_setStore 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_getA character's stored visual identity (or {missing: true}).
consistency_checkJudge 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_verdictRecord an INDEPENDENT art-QA reviewer's verdict on a candidate artifact.
art_tournament_verdictRecord an INDEPENDENT reviewer's pick in ONE pairwise art match.
art_tournament_standingsElo standings for a target, derived fresh from its decided matches.
ref_unpinRemove a pin (the file itself is kept - deleting canon art is a human call).
asset_lockClaim a binary asset for one seat BEFORE editing it.
asset_releaseRelease a lock when the edit is done - records the new content hash.
asset_trackRegister an existing file under its content hash (sha256).
asset_statusList tracked assets, optionally by kind or only the locked ones.
pending_decisionsEVERYTHING WAITING ON A HUMAN, in one call. The gate's read path.
asset_verifyPRESENCE IS NOT CORRECTNESS: is every asset intact, WIRED, and CURRENT?
iteration_statusCausal iteration history: snapshots, assets, playtests, decisions, work, outcome.
iteration_record_checksAttach automated-check results to the active iteration and next snapshot.
playtest_devicesList mic inputs and open windows - pick what to record before starting.
playtest_checkPreflight a session: ffmpeg, mic SIGNAL, transcriber, target window.
playtest_startStart recording a play session - game window video + your voice.
playtest_stopStop recording, then transcribe, align, and classify feedback.
playtest_briefThe session as agents should read it: video frames + feedback + telemetry.
playtest_listList play sessions. status: recording | processing | ready | failed.
playtest_promoteAccept a feedback item as real work, optionally re-routing it.
playtest_dismissDrop a feedback item - noise, or already handled.
216 further tools are not listed here. The complete surface is in the source.
BGATE_E2E_PYTHONBGATE_ROOTproject_dir, falling back to and then to the nearest .bgate/.BGATE_SEATBGATE_LOCK_OWNERBGATE_SEAT_TOOLSBGATE_WORK_ITEMBGATE_PALETTE_COHESIONBGATE_PALETTE_FLOORBGATE_VISION_MODELBGATE_DISPATCH_MODEBGATE_BRAINSTORM_SESSIONBGATE_BRAINSTORM_SEATBGATE_ACTORagent:item-<id> and is refused the bible, provider keys, the revert,BGATE_UI_URLBGATE_HOMEBGATE_ASEPRITEBGATE_BLENDERBGATE_GODOTXDG_DATA_HOMEBGATE_IMAGE_MODELBGATE_IMAGE_MODEL_TRANSPARENTBGATE_IMAGE_MODEL_OPAQUEOPENAI_API_KEYOptional: or KREA_API_KEY for art, KIE_API_KEY for music,BGATE_IMAGETO3D_PYTHONKREA_API_KEYOptional: OPENAI_API_KEY or for art, KIE_API_KEY for music,BGATE_WHISPER_PYTHONBGATE_UNITYBGATE_NODEBGATE_DIRECTOR_MODEBGATE_LEASE_SBGATE_NO_AUTHBGATE_ALLOW_DISPATCHBGATE_PROMPT_MODELBGATE_STUDIO_USERBGATE_AEGISCLAUDE_CONFIG_DIRBGATE_LANESBGATE_ITERATIONBGATE_SCRIPT_MODELTool 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.
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