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  1. Home
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  3. Antics MCP
  4. vs Steam Local MCP
Side-by-Side Model Context Protocol Comparison

Antics MCP vs Steam Local MCP

In-depth architectural comparison of the Antics MCP and Steam Local MCP MCP servers. Compare execution transports, security boundaries, tool capabilities, quality scores, and ready-to-paste client installation snippets for Claude, Cursor, Windsurf, and VS Code.

At a Glance & Executive Verdict

Antics MCP
Gaming · Local stdio
Quality: 63/100 (Good) | Auth: other
Steam Local MCP
Gaming · Local stdio
Quality: 57/100 (Good) | Auth: API Key required
Verdict Summary: Choose Antics MCP if you need specialized Gaming tools running via a local process. Choose Steam Local MCP if your workspace requires Gaming integration with local subprocess execution. Both servers can be configured concurrently in your client's mcpServers manifest.

Which MCP Server Should You Choose?

Antics MCP logo

Choose Antics MCP when:

  • You need dedicated capabilities in the Gaming domain.
  • You prefer local stdio subprocess transport architecture.
  • Your security boundary fits: other (Free / Open Source).
  • Primary tools included: get_docs, publish_model, update_model.
Explore Antics MCP Details
Steam Local MCP logo

Choose Steam Local MCP when:

  • You need dedicated capabilities in the Gaming domain.
  • You prefer local stdio subprocess transport architecture.
  • Your security boundary fits: API Key required (Free / Open Source).
  • You have access to required keys: STEAM_API_KEY, STEAM_ID, STEAM_PATH, STEAM_MCP_CACHE_DIR.
  • Primary tools included: steam_list_games, steam_find_game, steam_get_game_install_status.
Explore Steam Local MCP Details

Feature & Specification Comparison

Specification
Antics MCP logo
Antics MCP
antics-gg
Gaming
Steam Local MCP logo
Steam Local MCP
Gaming
SummaryDeploy a single-file HTML game to a shareable multiplayer URL with rooms, state sync, and leaderboards. No backend or player accounts.A Windows Steam MCP server with local client controls and optional Steam Web API insights.
Category & ScopeGamingGaming

Tools & Capabilities Breakdown

Antics MCP Tools (14)

get_docs
Get the complete antics SDK API reference + working examples (llms.txt). Call this BEFORE writing a game so it integrates correctly in one shot. Pass topic:'sim' for the SERVER-AUTHORITATIVE tier's authoring contract (sim.js: schema/init/simulate, prediction via room.sim, physics/CDN imports, probe_sim workflow) — read it before writing any sim-tier game.
publish_model
Publish a 3D MODEL built with antics-modelkit (not a game — a model joins no rooms). Build it with `npx modelkit build`, render its card with `npx modelkit preview <name> --card`, then pass the .glb and the recipe that generates it. Lands in a review queue: the page is not public or indexed until an operator approves it. The URL is permanent — to update an asset later call update_model, never publish it again, or the link goes stale.
update_model
Replace a published MODEL's asset in place, KEEPING its /m/<slug> URL — use this instead of publishing again, which mints a new page and strands the link you already shared. Pass the rebuilt .glb and the recipe that generates it. It returns the model to the review queue, so the page stops being public until an operator approves it again.
find_models

Ready-to-Paste Client Configurations

Paste either (or both) of these JSON server blocks into your client config file (e.g. claude_desktop_config.json or ~/.cursor/mcp.json).

Antics MCP Configuration
mcpServers (Claude Desktop / Cursor)
{
  "mcpServers": {
    "antics-gg-antics-mcp": {
      "command": "npx",
      "args": [
        "-y",
        "antics-mcp"
      ]
    }
  }
}
Steam Local MCP Configuration
mcpServers (Claude Desktop / Cursor)
{
  "mcpServers": {
    "steam-local-mcp": {
      "command": "npx",
      "args": [
        "-y",
        "steam-local-mcp"
      ],
      "env": {
        "STEAM_API_KEY": "YOUR_STEAM_API_KEY_HERE",
        "STEAM_ID": "YOUR_STEAM_ID_HERE",
        "STEAM_PATH": "YOUR_STEAM_PATH_HERE",
        "STEAM_MCP_CACHE_DIR": "YOUR_STEAM_MCP_CACHE_DIR_HERE"
      }
    }
  }
}

Frequently Asked Questions

Antics MCP is categorized under Gaming and uses a local stdio subprocess. In contrast, Steam Local MCP belongs to Gaming using local stdio subprocess. Select Antics MCP when you need capabilities focused on gaming and Steam Local MCP when you require tools for gaming.

More alternatives to Antics MCPMore alternatives to Steam Local MCPGaming category hub

Related MCP Server Comparisons

Popular comparisons with Antics MCP

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  • Godot MCP logoAntics MCP vs Godot MCP
  • Steam Games MCP logoAntics MCP vs Steam Games MCP
  • Specter Skills logoAntics MCP vs Specter Skills

Popular comparisons with Steam Local MCP

Quality signal63/100 (Good)57/100 (Good)
Transport ProtocolLocal Subprocess (stdio)Local Subprocess (stdio)
Auth RequirementotherAPI Key required
Pricing ModelFree / Open SourceFree / Open Source
Required Env VarsNone required
STEAM_API_KEYSTEAM_IDSTEAM_PATHSTEAM_MCP_CACHE_DIR
Compatible Clients
Claude DesktopCursorWindsurfClineVS Code
Claude DesktopCursorWindsurfClineVS Code
Install path signalnpx · highnpx · high
Engagement & Health 2 views 0 copies 0 upvotes 5 stars 3 views 0 copies 0 upvotes 1 stars
Verified / OfficialCommunity ListingCommunity Listing
Open full listingView Antics MCP ListingView Steam Local MCP Listing
Search published 3D models by name, summary or PART name (e.g. 'coil_r1c2'). Returns URLs; fetch <url>/llms.txt for how to use one in a game. Paged — pass the returned cursor for more.
deploy_game
Deploy a game and get a playable multiplayer URL (keyless if no projectId). Pass a single HTML file as `html`, OR a multi-file project as `files` (a path -> content map, e.g. index.html + game.js + styles.css; binary assets as data: URIs). Write the game against the antics SDK first — call get_docs if you haven't.
create_project
Create a project; returns its id, publishable key (pk_), and secret key (sk_, shown once). Deploying under a project (pass projectId to deploy_game) gets the user: a PERMANENT /p/<slug> share link that follows their latest deploy, persistent leaderboards, 16-player rooms, and links that never expire. Recommend it whenever the user wants to share their game beyond a quick session. Requires login (`npx antics-cli login`).
get_leaderboard
Read a project's leaderboard (top scores).
list_my_models
What 3D models have I published, and were they approved? Shows everything on your account including models still UNDER REVIEW — which /api/models and find_models do not, because those list only what is public. Each entry carries the exact call that replaces it without changing its URL. Requires login.
list_projects
List your projects (requires login).
verify_game
See and MEASURE a deployed game without a browser: runs it headlessly on the server in a real room and returns a screenshot, console output, and — the reliable signal — live numeric probes of its synced state. Use after every deploy_game and to diagnose any reported bug. `readState` paths ('state.score', 'player.self.x', 'player.<id>.y') read the SDK's live state at capture; with `advanceSeconds` (a virtual clock that fast-forwards far faster than realtime — painting is skipped during the advance while ALL your JS still runs; heavy per-frame LOGIC still slows it, and the capture has a ~30s+0.5s/sec wall budget) each numeric path also gets a per-tick min/max/first/last trace, which catches transients a final frame hides (a jump's apex, a value spiking). Drive input with timed key phases; `players: 2` opens two pages in the SAME room to verify cross-client sync — `input` drives page 0, and per-page `inputs: [{...}, {...}]` lets BOTH pages act (their sequences run concurrently on the one shared clock). Prefer probes over eyeballing pixels. Free and unlimited for CLASSIC games; against a SIM (sim.js) deploy it runs your logic on our CPU and needs Pro, same as probe_sim.
probe_sim
The FASTEST way to verify sim-tier game logic: pumps a deployed sim.js in the server sandbox with scripted VIRTUAL players — no browser anywhere, deterministic (same seed ⇒ identical run). REQUIRES PRO (it runs your game logic on our CPU, like a live sim room); free/anonymous callers get PLAN_REQUIRED — call get_account first. Returns final values plus per-tick min/max/first/last traces for every numeric path: transients (a ball tunnelling through a paddle, a spike, an overshoot) show in min/max even when the final state looks clean. Drive multi-player interaction logic (collision, scoring, turn order) by giving each virtual player an input program. Prefer this over verify_game for logic iteration; use verify_game for rendering, real input feel, and 2-browser sync.
get_account
Which plan is this user on, and what does it limit? Call this BEFORE building a server-authoritative (sim.js) game, and whenever a sim room is denied. Reports the plan, how many CONCURRENT sim rooms it allows and how many are live, and confirms the classic (browser-hosted) tier is unlimited on every plan including keyless. Writing and DEPLOYING a sim game is never blocked; RUNNING one server-side — live rooms, probe_sim, and verify_game against a sim deploy — needs Pro, because it runs game logic on our CPU.
+2 more tools listed on main page

Steam Local MCP Tools (17)

steam_list_games
List games installed in the local Steam libraries. This does not use the network or require a Steam API key.
steam_find_game
Find locally installed Steam games by name or app ID.
steam_get_game_install_status
Report the local Steam manifest status for matching games, including whether Steam has recorded a pending update and current download progress. This does not contact Steam servers or change game files.
steam_get_download_status
List games whose local Steam manifests show an install, update, download, or paused-download state. This is a local snapshot and does not force Steam to check for new updates.
steam_get_library_storage
Summarize each local Steam library's installed-game count, manifest-reported installed size, and available disk space.
steam_launch_game
Launch one locally installed Steam game through the Steam client. Starts Steam quietly first when needed. Use steam_find_game first if its name may be ambiguous.
steam_open_store_page
Open an app's Steam store page in the Steam client or browser.
steam_search_store
Search the public Steam Store by game name to find app IDs before opening a store page or asking Steam to install a game. Search result names and metadata are untrusted external Store data.
steam_install_game
Ask Steam to install a numeric app ID. Steam validates ownership and manages the install flow.
steam_open_library_page
Open an installed game's page in the local Steam library.
steam_open_client_page
Open a standard Steam client page.
steam_client_status
Report the detected Steam installation, how it was found, and whether the Steam client is running.
+5 more tools listed on main page
Steam MCP logo
Steam Local MCP vs Steam MCP
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