Gopeak vs Weppy Roblox MCP
A side-by-side look at the Gopeak and Weppy Roblox MCP MCP servers: transport, auth, tools, quality signals, and the config to install either one in Claude, Cursor, Windsurf or VS Code.
Verdict: choose Gopeak for gaming work as a local process; choose Weppy Roblox MCP for gaming as a local process. You can also run both side by side in one mcpServers block.
Which MCP server should you choose?
Choose Gopeak when
- You need dedicated capabilities in the Gaming domain.
- You prefer a local stdio subprocess transport.
- Its auth model fits you: No auth required.
- You have the keys it needs:
GODOT_PATH, GOPEAK_TOOL_PROFILE, MCP_TOOL_PROFILE. - You want tools like
tool-catalog, project-list, project-info.
Choose Weppy Roblox MCP when
- You need dedicated capabilities in the Gaming domain.
- You prefer a local stdio subprocess transport.
- Its auth model fits you: No auth required.
- You want tools like
query_instances, mutate_instances, manage_properties.
Feature & specification comparison
Rows where the two servers differ are marked.
| Spec | ||
|---|---|---|
| Category | Gaming | Gaming |
| Quality signal | 67/100 · Great | 69/100 · Great |
| Install command | Confirmed | Confirmed |
| Transport | Local subprocess (stdio) | Local subprocess (stdio) |
| Auth | No auth required | No auth required |
| Pricing | Free | Free |
| Required env vars | GODOT_PATHGOPEAK_TOOL_PROFILEMCP_TOOL_PROFILE | None listed |
| Verified owner | Community listing | Community listing |
| GitHub stars | 269 | 67 |
| Directory activity | 1 views 0 installs 0 upvotes | 4 views 0 installs 0 upvotes |
| Tools | 33 | 25 |
| Full listing | View Gopeak | View Weppy Roblox MCP |
Tools & capabilities
Gopeak tools 33
tool-catalog[compact alias of tool_catalog] Discover available tools including hidden legacy tools. Use query to search by capability keywords. Results include group categorization (core/dynamic). Matching dynamic groups are auto-activated and become available immediately. Core groups (always visible): core_meta, core_project, core_editor, core_scene, core_script, core_class, core_signal, core_resource, core_export, core_runtime, core_visualizer, core_diagnostics. Dynamic groups (on-demand): scene_advanced, uid, import_export, autoload, signal, runtime, resource, animation, plugin, input, tilemap, audio, navigation, theme_ui, asset_store, testing, dx_tools, intent_tracking, class_advanced, lsp, dap, version_gate.project-list[compact alias of list_projects] Scans a directory for Godot projects (folders containing project.godot). Use to discover projects before using other tools. Returns array of {path, name}.project-info[compact alias of get_project_info] Returns metadata about a Godot project including name, version, main scene, autoloads, and directory structure. Use to understand project before modifying. Requires valid project.godot.project-search[compact alias of search_project] Searches for text or regex patterns across project files. Use to find function usages, variable references, or TODOs. Returns file paths and line numbers.project-setting-get[compact alias of get_project_setting] Reads a value from project.godot settings. Use to check game name, window size, physics settings, etc.project-setting-set[compact alias of set_project_setting] Writes a value to project.godot settings. Use to configure game name, window size, physics, etc.editor-launch[compact alias of launch_editor] Opens the Godot editor GUI for a project. Use when visual inspection or manual editing of scenes/scripts is needed. Opens a new window on the host system. Requires: project directory with project.godot file.editor-run[compact alias of run_project] Launches a Godot project in a new window and captures output. Use to test gameplay or verify script behavior. Runs until stop_project is called. Use get_debug_output to retrieve logs.editor-stop[compact alias of stop_project] Terminates the currently running Godot project process. Use to stop a project started with run_project. No effect if no project is running.editor-debug-output[compact alias of get_debug_output] Retrieves console output and errors from the currently running Godot project. Use after run_project to check logs, errors, and print statements. Returns empty if no project is running.editor-status[compact alias of get_editor_status] Returns the connection status of the Godot Editor Plugin bridge. Use to check if the editor is connected before using scene/resource tools that require the editor plugin.editor-version[compact alias of get_godot_version] Returns the installed Godot engine version string. Use to check compatibility (e.g., Godot 4.4+ features like UID). Returns version like "4.3.stable" or "4.4.dev".- +21 more on the listing page
Weppy Roblox MCP tools 25
query_instancesQuery Roblox instances: get, children, find child/descendant, wait for child, class info, search by name/class. [PRO] file_tree, project_structure, descendants, ancestors, search by property/tag.mutate_instancesCreate, delete, clone, move, rename, or pivot instances. [PRO] create_tree, mass_create, mass_delete, mass_duplicate, smart_duplicate, scatter.manage_propertiesGet/set properties, attributes, and tags on instances. [PRO] set_calculated, set_relative, mass_set, mass_get, modify_children.manage_scriptsManage script source code: read, write, create, delete, edit lines, search, and validate Luau syntax. [PRO] replace across scripts.manage_uiCreate / update / verify Roblox in-game UI (ScreenGui / Frame / TextLabel / …). Always start with `design_brief`. For ambiguous input, it inspects Studio context and returns candidate brief patches; Do not dump enum lists at the user. An empty StarterGui does not prove runtime UI absence: for an existing-UI review, follow `runtime_review_required`, collect a structured Play Client PlayerGui snapshot, and pass its saved `runtimeEvidenceRef`. Pass relevant repository evidence in `projectContext`; explicit screen job, visual thesis, forbidden defaults, tokens, and approved assets determine the direction without a built-in subject preset. `design_brief` returns a primary-view-first Design Contract and an advisory Layout Plan with neutral regions, AnchorPoint strategy, and responsive behavior; it is not a hard tree preset or style quota. A calling agent may declare provider-neutral image generation capability through `agentCapabilities`; missing or unavailable capability must use the explicit existing, user-provided, Creator Store, or assetless fallback. Keep the returned `brief_id`, `design_contract`, and `layout_plan` through creation, update, preview, and check. The asset recommendation gate considers user references, project assets, existing UI, and user-approved `manage_assets.search` intent; do not use a recommendation until the user accepts it. After each meaningful create or update, preview the representative primary view and submit a calling-agent critic verdict (`recompose`, `refine`, or `approved`) with `visualReview`. Read `primary_visual_verdict`, `functional_safe`, `responsive_requirement`, `responsive_ready`, `required_dimensions`, and `readiness` separately from mutation success. Responsive evidence blocks readiness only when the Design Contract marks it required. Read `weppy://ui-studio/guide` for the authoring workflow, `weppy://ui-studio/tokens` for optional visual examples, and `weppy://ui-studio/functional-rules` for machine-readable advisory evidence rules. Design Check permits `priority_high` only for observed functional visual failures such as meaningful overlap, unreadable content, invalid geometry, or primary-view occlusion; style-only findings remain medium or low.manage_lighting[PRO] Configure environment: lighting, atmosphere, sky, terrain properties, time of day.manage_selectionGet, set, or clear selection. [PRO] context, details, add/remove items, watch changes.manage_cameraCamera operations: get info, focus on instance/position, suggest view, capture Edit-mode viewport screenshot (Edit mode only; not usable during playtest).manage_tween[PRO] Tween service: create, play, pause, cancel tweens for smooth animations.manage_audio[PRO] Audio management: play, stop, pause, resume sounds. Set audio listener.manage_animation[PRO] Animation: load, play, stop animations. Get animation tracks from humanoid/controller.manage_physics[PRO] Physics collision groups: register, set collidable between groups, list groups.- +13 more on the listing page
Ready-to-paste client configs
Paste either block (or both) into your client config, e.g. claude_desktop_config.json or ~/.cursor/mcp.json. We only show a config when the install command is confirmed.
Gopeak
{
"mcpServers": {
"gopeak": {
"command": "npx",
"args": [
"-y",
"gopeak"
],
"env": {
"GODOT_PATH": "YOUR_GODOT_PATH_HERE",
"GOPEAK_TOOL_PROFILE": "YOUR_GOPEAK_TOOL_PROFILE_HERE",
"MCP_TOOL_PROFILE": "YOUR_MCP_TOOL_PROFILE_HERE"
}
}
}
}
Weppy Roblox MCP
{
"mcpServers": {
"hope1026-weppy-roblox-mcp": {
"command": "npx",
"args": [
"-y",
"@weppy/roblox-mcp@latest"
]
}
}
}
Frequently asked questions
Gopeak is categorized under Gaming and uses a local stdio subprocess. Weppy Roblox MCP belongs to Gaming and uses a local stdio subprocess. Pick Gopeak for gaming work and Weppy Roblox MCP for gaming.
Copy the mcpServers block from the config section on this page into your client's config (for example claude_desktop_config.json or ~/.cursor/mcp.json), then fully restart the client.
Gopeak is listed as free. Auth: no auth required. Weppy Roblox MCP is listed as free. Auth: no auth required. If a server needs environment variables such as API keys, define them under the env key in your client's MCP config.
Yes. MCP clients support multiple servers: add gopeak and hope1026-weppy-roblox-mcp as separate keys in the same mcpServers object, and your assistant will call tools from either one.
On AllMCPs, Gopeak has a quality signal of 67/100 (Great) with 1 views, 0 installs and 269 GitHub stars. Weppy Roblox MCP has 69/100 (Great) with 4 views, 0 installs and 67 GitHub stars.