An MCP server for your game's telemetry
The Glitchless team · October 29, 2026 · Claude Code, Codex, Cursor and other MCP clients, with web, Unity, Godot, Unreal and GameMaker games
Coding agents can build a game. They can't see anyone play it. The MCP servers most game developers know give an agent the editor: Unity's, Unreal's and Godot's let it open scenes, edit objects and run the game on your machine. None of them can tell it that players on cheap Android phones stutter in level 3, or that 1 in 4 who skip the tutorial quit without playing.
That takes a second kind of MCP server, one that reads what real players' sessions recorded. This page covers what such a server should answer, the options today, and how to connect one.
The short answer
- Two kinds: an editor MCP server is the agent's hands in your project; a telemetry MCP server is its eyes on how real players play. A game made with an agent needs both.
- What it should answer: what's hurting players most, why the game stutters and on which devices, what an error is and what players did before it, where they die or quit, and whether the last fix worked.
- Options: Glitchless (built for this, every plan, hosted or self-hosted), GameAnalytics' GA-MCP (aggregated KPIs, PipelineIQ plan), PostHog's MCP server (product analytics, free), Sentry's and Datadog's (errors and traces), or your own on top of your telemetry.
- Connect: in Claude Code,
claude mcp add --transport http glitchless https://api.glitchless.gg/mcp, then sign in. Codex, Cursor and other apps take the same address.
Two kinds of MCP server in game development
Both are useful, and they answer different questions.
| Editor and machine MCP servers | Telemetry MCP servers | |
|---|---|---|
| Examples | Epic's Unreal MCP (UE 5.8), CoplayDev's and IvanMurzak's Unity MCP servers, godot-mcp, Spector.js's server for WebGL frames | Glitchless, GameAnalytics' GA-MCP, PostHog's, Sentry's and Datadog's MCP servers |
| Gives the agent | Your project and your machine: scenes, objects, Blueprints, scripts, a captured frame | Players' sessions: frame times, errors, levels, events |
| Answers | "What's in this scene?" "Change this actor." "What does this frame draw?" | "What's hurting players?" "Did the fix work?" |
| Can't tell it | How the game runs on other people's devices | Anything about your project's files |
What a game-telemetry server should answer
An agent fixing a game needs a few questions answered with evidence, not a dashboard to browse. These are the ones that matter, with the Glitchless tool that answers each:
| The agent asks | Glitchless tool |
|---|---|
| What's hurting players most right now? | glitchless_triage: findings ranked worst first, each with its evidence and a suggested fix |
| Why does it stutter, and for whom? | glitchless_performance: frame times by device, level and release, and each hitch's likely cause |
| What is this error, and what were players doing? | glitchless_get_error: the stack, the devices, and the events before it |
| Where do players die or quit? | glitchless_death_hotspots and glitchless_player_funnel |
| What does the game's own data say? | glitchless_events: your tracked events, funnels and rates |
| Did the last release fix it? | glitchless_compare_versions: one release against the one before, on the same screens |
| Will this change break anything? | glitchless_playtest: bots play a web game on the new code and on a saved baseline (the npm server, on your machine) |
The options today
Checked against each product's docs on 29 October 2026.
- Glitchless. Built for this: the SDKs for web, Unity, Godot, Unreal and GameMaker time every frame and record errors, levels and your own events, and the MCP server's tools are made for finding and fixing what players hit. Hosted at
https://api.glitchless.gg/mcpwith OAuth sign-in, ornpx -y glitchless-mcpagainst your own server. On every plan, including Free (5,000 play sessions a month); the server is open source (MIT). - GameAnalytics GA-MCP. Runs on your machine (Python) and reads GameAnalytics' Metrics API: aggregated KPIs such as revenue, ARPU, DAU and MAU, retention and ad revenue, for games that already send GameAnalytics events. The Metrics API comes with PipelineIQ, from $499 a month.
- PostHog's MCP server. Hosted and free, with about 75 tools across its product: SQL, insights, dashboards, feature flags, experiments, errors and replays. It suits a game whose business numbers live in PostHog. It knows nothing about frames unless you send them.
- Sentry's and Datadog's MCP servers. Sentry's (hosted or
npx @sentry/mcp-server) searches errors, issues, traces and logs; Datadog's remote server, still in development, has RUM and error-tracking tools. Useful if a studio already sends its game's errors there; neither measures frame times. - Your own. If you already store telemetry, a few read-only tools over it make a server. The hard part isn't MCP: it's collecting frame times without costing frames, grouping errors, and turning raw events into answers an agent can act on. The Glitchless server is MIT-licensed if you'd rather start from one.
Connect it to Claude Code, Codex or Cursor
Glitchless Cloud's server signs in with OAuth, so you approve the agent once in the browser and it reaches every game in your workspace.
Claude Code
claude mcp add --transport http glitchless https://api.glitchless.gg/mcp # then run /mcp in Claude Code and choose Glitchless to sign in
Codex, Cursor, ChatGPT and other apps that support MCP's OAuth take the same address: every app's steps. For a self-hosted server, run npx -y glitchless-mcp with GLITCHLESS_URL set to it. The data the agent reads is anonymous by default: no player IDs, names or IP addresses.
The loop, end to end
With both kinds of server connected, a fix looks like this:
- Ask the agent what's hurting players. It calls
glitchless_triageand picks the worst finding, say "74% of hitches come within 1.5 seconds of a powerup". - It reads the evidence: frame times by device, the events before each hitch, the errors.
- It reproduces it on your machine: through the running web game (WebMCP), or a native build run with
--glitchless-measure, or in the editor with an editor MCP server. - It changes the code, and for a web game runs
glitchless_playtestagainst the baseline before you ship. - After the release,
glitchless_compare_versionschecks the fix with real players. Then the loop starts again.
Editor servers and Glitchless together
They don't overlap, so run both. In Unreal, Epic's Unreal MCP is the agent's hands in the editor and the optional Glitchless Toolset adds a Measure tool to it, so the agent can time Play In Editor the way players' builds are timed. In Unity and Godot, editor servers such as CoplayDev's unity-mcp or godot-mcp do the same job, and builds measure themselves with --glitchless-measure. In a web game, Spector.js's server can capture a single frame on your machine. Either way, the telemetry server says what's wrong for players and whether a change fixed it.
Glitchless, for your agent
Add Glitchless to the game (your coding agent can do it from the setup prompt), connect the MCP server, and ask: "What's hurting my players?" On Starlift, a Godot game, that question found that 1 in 4 players who skipped the tutorial quit without playing. The agent made a skip start a game, and all 26 who skipped since then played.
Ask your agent
What's hurting my players right now? Use Glitchless, show me the evidence for the worst finding, and fix it.
Frequently asked questions
What is an MCP server for game telemetry?
A Model Context Protocol server that gives a coding agent read access to what your players' sessions recorded: frame times, errors, levels, deaths and your own events, as tools the agent calls. With it, Claude Code, Codex or Cursor can find what's hurting players and check a fix.
How is it different from Unity MCP or Unreal MCP?
Those give the agent your project in the editor, or a frame captured on your machine. A telemetry server gives it what happened on players' devices. One changes the game; the other says what to change and whether it worked.
Does it work with Codex and Cursor, not just Claude?
Yes. Any app that supports MCP connects to https://api.glitchless.gg/mcp; apps that can only send a fixed header use a workspace key from Settings.
Is it free?
Glitchless's MCP server is on every plan, including Free (5,000 play sessions a month). The open-source server and the npm MCP server are free to run yourself.
Does the agent see players' personal data?
Not by default. Glitchless SDKs are anonymous unless the game turns on install or full mode, and the agent reads what the dashboard reads.
Sources
- Model Context Protocol
- Unity: MCP servers in game development, explained
- CoplayDev: unity-mcp
- IvanMurzak: Unity-MCP
- Coding-Solo: godot-mcp
- Spector.js
- GameAnalytics: GA-MCP
- GameAnalytics: pricing
- PostHog: Model Context Protocol server
- PostHog: MCP tools
- Sentry: MCP server
- Datadog: MCP server
- Glitchless: connect an app or agent
- Glitchless MCP server on npm
- Glitchless on GitHub
- Starlift case study
Something wrong or out of date? Email support@glitchless.gg and we'll fix it. Glitchless isn't affiliated with Anthropic, OpenAI, Anysphere, Unity Technologies, Epic Games, the Godot Foundation, PostHog, GameAnalytics, Sentry, Datadog or the Babylon.js team; product names are their owners' trademarks.