Skip to content
plugmcp
DirectorySkillsCategoriesBlog
EN/δΈ­ζ–‡
Sign inSign up
Home/Servers/Metroidvania Studio

Metroidvania Studio

I
by io.github.LBarimi

Create and edit connected 2D maps with a local, workspace-scoped MCP server and Lua scripts.

Power your agent

Add this server

The publisher's own command. Not a PlugMCP endpoint.

Local command
npx -y [email protected]
Provider
Claude Code
claude mcp add io.github.lbarimi-metroidvania-studio -- npx -y [email protected]

Run in a terminal.

Claude Desktop
{
  "mcpServers": {
    "io.github.lbarimi-metroidvania-studio": {
      "command": "npx",
      "args": [
        "-y",
        "[email protected]"
      ]
    }
  }
}

claude_desktop_config.json

Step-by-step: add this in Claude

Remote URL or a command on your machine? How the two installs differ

Run on PlugMCP

Host a copy with our keys and logs.

A new server you create. It is not this listing's official endpoint. Use the publisher install when you want their URL and their credentials.

Launch

Related MCP

View more
  • FirecrawlπŸ”₯ Official Firecrawl MCP Server - Adds powerful web scraping and search to Cursor, Claude and any other LLM clients.
  • N
    NotionToken-auth Notion MCP: pages, databases, blocks, comments, files. Runs headless in CI and agents.
  • Context7Context7 Platform -- Up-to-date code documentation for LLMs and AI code editors

Related skills

View all
  • reaReverse engineer anything with agents, from app behavior down to native binaries.
  • rea-changelog-updatePrepare or rewrite REA release changelogs and GitHub release notes from pinned Git history, with verified contributor thanks and Release Please synchronization.
  • rea-tool-designDesign or change REA investigation tools, CLI/MCP contracts, provider capabilities, and Evidence semantics.

Create and edit connected 2D maps with a local, workspace-scoped MCP server and Lua scripts.

Metroidvania Studio

Metroidvania Studio is a free, open-source 2D level editor for metroidvania games. Build connected rooms, paint autotiled maps, and design minimaps with JSON export for multiple game engines. The room-based map editor runs locally in your browser or the Windows program.

Website Β· Documentation Β· Downloads

Automate your workflow: Lua scripts, a headless CLI, and a local MCP server for AI agents.

Add Rooms & Paint Tiles

Add a second room, paint rock tiles, then pan back and connect the first room

Configure Tile Palettes

Import a grassland PNG into a color palette and update an existing room

Resize, Rotate & Connect Rooms

Resize, rotate, and connect three ice cavern rooms

Design Your Minimap

Explore a world of five terrain themes, double-click an ice cavern to edit it, then zoom out

Explore with Game Preview

Drag the game camera inside a room, inspect the live view, and maximize or collapse Game Preview

Get Started

Runs locally on Windows, macOS, and Linux. No game engine installation is required.

Download a ready-to-run package from GitHub Releases, extract it, and open the launch file at the top level. The prebuilt web package requires ASP.NET Core Runtime 10.

To build from source, install:

RequirementUsed for
Node.js 24+Building the web UI and running build scripts
.NET SDK 10Building the local server and command-line tools
GitValidating source files during the build

Then use the scripts for your platform:

PlatformBuildRun
Windowsplatform/win/web/build.batplatform/win/web/run.bat
macOSplatform/mac/build.commandplatform/mac/run.command
Linuxbash platform/linux/build.shbash platform/linux/run.sh

Run checks your local build against the current version and source files. It builds automatically when needed, then opens the studio in your browser. An up-to-date build starts immediately.

Maps and Textures are stored beside the launcher or at the source project root. Find them through File β†’ Storage folders. Room JSON updates automatically in Maps/AutoExport; palette settings are managed in .studio/catalog.json. Keep Maps, Textures and .studio when updating the studio.

Try the Sample World

A new workspace opens a six-room world with a looping route, a vertical shaft, a side chamber, slopes, background tiles, and object markers. You can also open it through Help β†’ Open sample world.

Paint a room, Ctrl-click two rooms to move them together, or switch to the minimap and double-click a room to jump back into editing. See the five-minute walkthrough or sample JSON.

Editing Basics

  • Paint: left-drag inside the active room. The first click on another room selects it.

  • Erase: right-drag inside the active room.

  • Pan and zoom: middle-drag to pan, mouse wheel to zoom, Ctrl + wheel to change brush size. Right-drag on empty space also pans.

  • Arrange rooms: right-click empty space to add a room, drag a room's title strip to move it, or drag its outer handles to resize. Rotation is available in the inspector.

  • Save and exchange maps: use File for saving and JSON import/export. Use Edit for Undo/Redo. Set PPU and resolution in the top toolbar (defaults: 16 and 320Γ—180).

  • Preview: choose Game camera and drag its white frame. Game Preview follows immediately; expand, maximize, or collapse it as needed.

See Help β†’ Shortcuts for the full control list. The interface follows your browser language and can be changed from the language picker.

Open Help β†’ Documentation for searchable guides and the API reference, including offline access.

Engine Packages

EnginePackageInstallation
Unity.unitypackageGuide
GodotAddon ZIPGuide
Unreal Engine 4Plugin ZIPGuide
Unreal Engine 5Plugin ZIPGuide
SDL3C++ source ZIPGuide

Each engine folder includes translated installation guides. Maps use a shared JSON format; engine packages handle importing and rendering, while gameplay stays in your game project.

Scripts & Automation

Use File β†’ Scripts to generate rooms or repeat editing tasks. Run the same operations headlessly through the CLI, or connect an AI agent through the local MCP server. Dry runs, atomic updates, and revision checks keep scripted edits reviewable.

Install the CLI and MCP tools with Node.js 24+ and the .NET 10 runtime:

npm install --global metroidvania-studio

Using a program download? Run metroidvania-studio-cli.cmd help on Windows, or bash metroidvania-studio-cli.sh help on macOS/Linux. See headless from a download.

Start with the documentation, API reference, Lua examples, or MCP setup.

License

Project-owned code and assets use the MIT License. See Third-party notices for external components and their terms.

How do I install Metroidvania Studio?
Copy the stdio config for Cursor, Claude Desktop, Claude Code, or VS Code on this page. It uses the publisher's install, not a PlugMCP proxy.
Does Metroidvania Studio need an API key?
No required environment variable is listed on this record.
What transport does Metroidvania Studio use?
Metroidvania Studio runs locally over stdio.
When was Metroidvania Studio last checked?
Last checked 2026-10-16. Create and edit connected 2D maps with a local, workspace-scoped MCP server and Lua scripts.

No tool list yet. Remote servers get one after the first health check.

plugmcp

Plug any tool into any agent. MCP servers for people who do not write servers. Gateway for volume, n8n for apps.

  • github.com/TODO
  • x.com/TODO
  • linkedin.com/company/TODO

PlugMCP, 2026

Product
  • Browse
  • Install
  • Host your own
  • Voice mode
  • Browser
Directory
  • All MCP servers
  • Agent skills
  • Categories
  • New
  • Voice
  • Submit a server
Developers
  • Docs
  • Blog
  • What is MCP
  • What is WebMCP
  • Status
Company
  • About
  • Contact
  • Terms
  • Privacy
  • DPA