get_account states the split plainly — the browser-hosted classic tier is unlimited on every plan including keyless, while concurrent server-side sim rooms are counted — and probe_sim returns PLAN_REQUIRED for a free or anonymous caller because it executes your game logic on their machines. The verification story is the genuinely unusual part: verify_game returns a screenshot but names the live numeric probes of synced state as the reliable signal, and probe_sim is deterministic on a seed, so a regression can be reproduced rather than merely re-observed. Model publishing is not instant either — publish_model and update_model both return the page to a review queue, and update_model exists precisely so a fresh publish does not strand a link you already shared.
A game and 3D-model publishing platform with 14 tools covering the SDK reference, deployment, projects and leaderboards, model publishing and search, headless verification and deterministic simulation, and share-link presentation.
- The authoring contract before the code: get_docs returns the complete antics SDK API reference with working examples, and topic:'sim' returns the server-authoritative tier's contract covering schema, init and simulate, prediction, physics and CDN imports.
- Deploy from a file or a project map: deploy_game takes a single HTML file or a path-to-content map with binary assets as data URIs, and returns a playable multiplayer URL, keyless when no projectId is given.
- Projects for what a keyless deploy cannot do: create_project returns an id, a publishable key and a secret key shown once, and deploying under it gives a permanent share link that follows the latest deploy, persistent leaderboards, 16-player rooms and links that never expire; list_projects and get_leaderboard read them back.
- Verification that measures rather than looks: verify_game runs a deployed game headlessly in a real room and returns a screenshot, console output and live numeric probes of synced state through readState paths, with advanceSeconds, simulated latency and trace series.
- Deterministic logic testing: probe_sim pumps a deployed sim.js in the server sandbox with scripted virtual players and no browser anywhere, reproducing the same run from the same seed, and returns final values with per-tick traces; it requires Pro, and free or anonymous callers get PLAN_REQUIRED.
- Knowing the ceiling before you build against it: get_account reports the plan, how many concurrent sim rooms it allows and how many are live, and confirms the browser-hosted classic tier is unlimited on every plan including keyless.
- 3D models behind a review gate: publish_model takes the .glb with the recipe that generates it and lands in a review queue where the page stays private until an operator approves it, update_model replaces the asset while keeping the same URL and returns it to review, find_models searches published models by name, summary or part name, and list_my_models shows your own including those still under review.
- Link presentation: set_share_preview sets the name, description, about and rules behind a project's room links and public world page, with an image by URL or uploaded from base64.
- report_finding files a platform issue you hit and solved, with its description stating that a human reviews every finding and nothing is published automatically.
Nothing for a keyless deploy. create_project, list_projects, list_my_models and set_share_preview require login, and probe_sim requires a Pro plan — get_account reports which plan is active and what it permits. Publishing a model needs the .glb together with the recipe that generates it, and an operator approval before its page becomes public.
One command — claude mcp add antics -- npx -y antics-mcp
