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MCP verified MIT Self-run

Headless In The Spire

mcp-buckfae-headless-in-the-spire · by BUCKFAE

Custom headless runner for Slay the Spire 2. Uses real game logic and provides various ways to interact with the game, including MCP and high-level interfaces.

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Install

$ agentstack add mcp-buckfae-headless-in-the-spire

✓ scanned · ✓ verified, works with Claude Code, Cursor, and more.

Security review

✓ Passed

No issues found. Passed automated security review. · v0.1.0 How review works →

  • Prompt-injection patterns
  • Secret / credential exfiltration
  • Dangerous shell & filesystem operations
  • Untrusted network calls
  • Known-malicious package signatures

What it can access

  • Network access No
  • Filesystem access No
  • Shell / process execution Used
  • Environment & secrets No
  • Dynamic code execution No

From automated source analysis of v0.1.0. “Used” means the capability is present in the source — more access means more to trust, not that it’s unsafe.

View the full security report →

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Reliability & compatibility

Security review passed
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no reviews yet
2mo ago

Declared compatibility

Claude CodeClaude DesktopCursorWindsurf

Compatibility is declared by the source manifest. End-to-end runtime verification is coming, see below.

Preview Execution monitoring

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About

headless-in-the-spire

[](https://github.com/BUCKFAE/headless-in-the-spire/actions/workflows/ci.yml) [](Directory.Build.props) [](tests) [](src/GodotStubs) [](src)

A custom headless runner for Slay the Spire 2. It loads the real game logic out-of-game and drives it programmatically for deterministic testing, automation, AI experimentation, and replay tooling.

Features

  • Real game, no reimplementation. The host loads the shipped sts2.dll and drives it as a library. STS2's own C# is the source of behavioral truth.
  • Runs headless, parallelisable. A .NET subprocess — no Godot window, no input injection, no display server. Scenarios are reproducible on CI and trivially parallel.
  • Schema-first wire protocol. NDJSON / JSON-RPC over stdio, with an

OpenRPC schema exported directly from the C# method records. Ships a typed pydantic v2 Python client and an MCP server, so any MCP-aware assistant (Claude Desktop, Claude Code, …) can drive a full run end-to-end.

  • Native replay artefacts. Per-combat .mcr and per-run .run files

are written through the engine's own writers — the same format the game itself produces. A bundled TypeScript replay viewer renders them straight from disk.

  • Tested against the real DLL. Three-axis test pyramid (unit /

integration / end-to-end), plus opt-in mechanic sweeps that drive every card / relic / event / potion / power / encounter / affliction / enchantment id through a minimal fixture.

Roadmap

  • Extend existing wire protocol with more detailed info, like the remaining elite pool for current map
  • Better overview of available wire / agent features
  • Tooling to better compare performance of different agents across languages
  • Support for Kotlin and Rust
  • Improved battle simulator
  • CLI runner allowing you to play sts2 when you again accidentally deleted your desktop on linux
  • Improved coverage reports, ensure all code paths are covered by tests that fail loudly when the dll changes.
  • Create a proper CI runner that has the proprietary sts2 dlls.
Replays & Controlling the actual game

The current replay viewer is very crude. I think that sooner or later someone (or Megacrit) will develop a sophisticated replay viewer. Once a community-established solution for this (and controlling the actual game) is available, I will integrate it.

Current State

This project is in very active, early development. Expect breaking changes.

Acknowledgements and AI Notice

This repository heavily used https://github.com/wuhao21/sts2-cli as reference point. While I reviewed the high-level design choices carefully, most of the implementation was AI-generated and committed without line-by-line review. Treat it accordingly.

Source & license

This open-source MCP server is cataloged on AgentStack and links to its original source — we do not rehost the code.

Install and usage instructions live in the source repository linked above.

Reviews

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Versions

  • v0.1.0 Imported from the upstream source.