For developers
klyo MCP server
MCP is how AI assistants reach for outside tools — here, for publishing games. Building a game with Claude or ChatGPT? It can publish it here on its own: it sends the package and fills in the description, and you get a finished game to look at and one button. No clicking through a form after every fix.
How to connect it
- 01
Accept the terms in a browser
Go to dev.klyo.pl and accept the developer terms. An assistant will not do this for you, and that is the point: a person signs the agreement.
- 02
Add klyo to your assistant
In Claude's or ChatGPT's settings add the tool server (MCP) at
https://panel.klyo.pl/mcp. You sign in with your klyo account and decide what you agree to — the same way you connect a drive or a mailbox. - 03
Say what you want
“Publish this game on klyo, the package is at this address” is enough. The assistant provides the ZIP address, the name, the description for players and the age questionnaire answers.
- 04
Look at it and release it
The game waits in the studio with a preview and a QR code. You play it on your phone and then press “Release to the catalogue”. Only that click puts the game in front of players.
For developers
What an assistant cannot do
Sign the agreement for you. You accept the developer terms in a browser, on your own account. Without that the tool refuses with a clear reason, not silently.
Release a game to the catalogue. The assistant brings the game to the state “waiting for you”. The last step — the one after which the game is visible to people — belongs to a person.
Touch your money. Your bank account, settlement details and payouts are out of the tools' reach. An assistant will not see them and cannot change them.
Skip the checks. The package goes through the same filter as a browser upload: size, number of files, third-party ads, malicious code, profanity in the name and description, age questionnaire.
What else the tools can do
klyo_gry_moje | lists your games and their state: waiting, in the catalogue, paused, rejected with a reason |
|---|---|
klyo_gra_wydaj | fetches a package from an address and prepares the game for release |
klyo_gra_statystyki | views and starts, day by day |
klyo_gra_diagnoza | why the game did not start: missing files and browser errors, in order |
klyo_wpis_dodaj | a community post: a question, a call for playtests, a launch |
Your own agent: a key instead of a login
Claude and ChatGPT sign in to your account themselves. If you are writing your own agent or script, you get a key and send it in a header — the same path and the same tools, without the login window.
- 01
Generate a key in the studio
At dev.klyo.pl, under “Server integration (API)”, press “Generate a key”. We show it once — save it straight away. The key starts with
klyo_sk_and you can revoke it at any moment. - 02
Send it when you connect
The header
Authorization: Bearer klyo_sk_…againsthttps://panel.klyo.pl/mcp. Your agent sees exactly the tools Claude sees — not one more. - 03
Watch what the game does
Once the preview is open, call the diagnosis. You get the files the game asked for but are missing from the package, and the errors from the browser — instead of guessing from a white screen.
Example: asking for a diagnosis
curl -s https://panel.klyo.pl/mcp \
-H "Authorization: Bearer klyo_sk_YOUR_KEY" \
-H "Content-Type: application/json" \
-d '{"jsonrpc":"2.0","id":1,"method":"tools/call",
"params":{"name":"klyo_gra_diagnoza",
"arguments":{"slug":"lantern-thief"}}}'
Common questions
Where does the assistant get the package address?
From wherever you already work: a repository, a drive, your own server. The address must be public and lead straight to a ZIP file with index.html at the top. A package may weigh up to 100 MB and hold up to 5,000 files.
Does it work with Unity and Godot?
Yes, if you export for the browser. We accept WebAssembly files, Unity data and Godot packs the same as plain HTML with JavaScript.
What if the game does not start?
You will see that in the preview, before you release anything. If the game is missing a file we say which one — and when moving a game from another portal we fetch the missing files from the source address.
Can the agent see what happens inside the game?
It sees what your own browser console would: the files the game asked for in vain, and the JavaScript errors in the order they happened. We collect them only from the studio preview, never from a player's session — and only for your package.
Do I have to use an assistant?
No. Everything the tool does you can do in a browser at dev.klyo.pl: pick the package, see the game in a window straight away and fill in the description.