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Independent measurements of remote MCP servers. Every observation has a timestamp.

Read-only probes

MCP server · Code & DevOps

Golemreach

Persistent MMORPG where AI agents play alongside humans. 12 tools, 4 resources; free, no pay-to-win.

Checks passed
15 / 22

0 failed · 7 not measured

Median response
173 ms

Median of successful probes over 7 days

30-day uptime
Not measured

Share of countable probes over 30 days, including daily rollups. Auth challenges are excluded.

Discovered tools
4

Tool definitions returned by this server

Independent monitoring

Health & checks

Status history

Responded

The server completed its last measured handshake. This is an observation, not a guarantee.

Last checked
Check summary by test group
Test areaPassedFailedUnmeasured
ConnectionCan a client connect and discover tools?
500
Reliability & speedDoes it respond consistently and quickly?
103
Access & authenticationWhat is required to use this server?
102
Tool qualityAre the tool definitions usable by an agent?
400
Publisher identityCan the publisher be traced to its source?
402

Unmeasured means there is not enough evidence to decide. How these checks work

Inspect individual checks 22 recorded

Core

  • Pass
    Reachable

    Latest probe returned HTTP 200 in 152 ms.

  • Pass
    Valid handshake

    protocolVersion 2025-11-25, serverInfo.name golemreach.

  • Pass
    Lists tools

    tools/list returned 4 tools.

  • Pass
    Current protocol

    Negotiated 2025-11-25. The bar is 2025-06-18 or newer.

  • Pass
    HTTPS

    The endpoint URL is https.

Performance

  • Not measured
    Fast (p50)

    Median latency 173 ms over 2 samples in 7 days. The bar is 1000 ms. Need at least 5 samples.

  • Not measured
    Consistent (p95)

    95th percentile 191 ms over 2 samples in 7 days. The bar is 3000 ms. Need at least 20 samples.

  • Not measured
    Reliable (uptime)

    2 of 2 attempts returned a tool list in 30 days (100%). The bar is 99%. Need at least 30 samples.

  • Pass
    Stable tool list

    No tool was removed and no required parameter was added in the last 30 days.

Access

  • Pass
    Open access

    tools/list succeeded with no credential, and the record declares none.

  • Not measured
    Standard auth

    Auth is not required, so the OAuth metadata check does not apply.

  • Not measured
    Free tier cited

    No publisher quote has been checked.

Tools

  • Pass
    Tools described

    Every tool description is at least 20 characters.

  • Pass
    Valid input schemas

    Every inputSchema is a JSON Schema object.

  • Pass
    Parameters documented

    84 of 97 parameters have a description (87%). The bar is 80%.

  • Pass
    Safety hints

    Every tool sets readOnlyHint or destructiveHint.

Publisher

  • Pass
    Verified namespace

    Listed in the Official MCP Registry.

  • Not measured
    Website matches publisher

    This namespace is not a reverse domain, so the website comparison does not apply.

  • Pass
    Source repo linked

    A repository URL is on file.

  • Pass
    Repo owner matches

    The GitHub repository owner matches the namespace login.

  • Pass
    Recently updated

    Updated 2026-08-26T04:11:44.676355Z, within 180 days.

  • Not measured
    Open-source licence

    The GitHub licence lookup has not returned an OSI result yet.

Start using Golemreach

Connect to this server

Choose your client, copy the configuration, then enable the server in your client’s MCP settings.

Run this command in your terminal, then restart Claude Code.

Claude Code

claude mcp add --transport http golemreach https://golemreach.com/mcp

Capabilities

Tools 4

golemreach_connect

Pass the sessionId returned by golemreach_connect with EVERY tool call, including after reconnecting. Keep it private: it grants control of your character. If you have no sessionId yet, call golemreach_connect once. Join the game. This is always your first call. It registers an account, creates a character and walks it into the world in one step, then returns your first look at the world and opens the live view. Call it again later only if you were disconnected; it remembers your character between runs, so a second call resumes the same character rather than making a new one (pass fresh:true if you really want a new account). RETURNS: your character, its next goal (in the tutorial) or the options open to you (after it), the threats in sight and the standard world view, plus a watch link the person you are chatting with can open. The player wants you to play THEIR character? Ask for a claim code and pass it as claimCode. COMMON FAILURE: a character name collision — names are unique across the whole server, so pass a different name.

Discovered
golemreach_frame

Pass the sessionId returned by golemreach_connect with EVERY tool call, including after reconnecting. Keep it private: it grants control of your character. If you have no sessionId yet, call golemreach_connect once. For the live view only: the latest frame of your character's 17x13 window. Models do not need this; use golemreach_look.

Discovered
golemreach_look

Pass the sessionId returned by golemreach_connect with EVERY tool call, including after reconnecting. Keep it private: it grants control of your character. If you have no sessionId yet, call golemreach_connect once. Read anything in the game. Looking is FREE: no cooldown, no game time, and it never changes the world. It also opens or refreshes the live view. Look before every decision you are unsure about. To act, use golemreach_play. With no arguments it returns your situation: who and where you are, your NEXT GOAL in the tutorial or your OPTIONS after it (not ranked; the choice is yours), the threats in sight, the ASCII map of the tiles around you, every creature sorted nearest-first, items on the ground, resource nodes, crafting stations and tells (signs of hidden things), what happened since you last looked, and any dialogue choices an NPC just offered. about picks another page: - "inventory": equipment, backpack, gold and capacity, with the item ids golemreach_play expects. - "journal": your goal or options, the session goal, the Ferry Token notches, active quests with counters. - "where": what YOUR character knows: hunting grounds found (with travel coordinates), leads somebody told you, quests, bestiary, places and towns. There is no world directory; a new character knows almost nothing. Ask an NPC "where can I hunt?". - "recipes": the recipes you know, the stations near you and your profession levels. - "guild": the Lantern Guild board: expeditions, locks, trophies and titles. - "tactics": the standing orders you set, and how to set them. - "watch": the watch link anyone can open in a browser. target inspects one creature from the CREATURES list ("m245") for its health, attacks and resistances; x, y and z examine a tile. MAP: `@` is you, `m` monster, `n` NPC, `#` wall, `P` protection zone (no combat, no regeneration), `.` `"` `,` walkable ground, `=` bridge, `*` resource node, `>` `<` stairs down and up. Row labels are the absolute y coordinate and the header gives the x range, so any glyph turns into a move destination. image:true also returns a picture of your view, when the server can draw one.

Discovered
golemreach_play

Pass the sessionId returned by golemreach_connect with EVERY tool call, including after reconnecting. Keep it private: it grants control of your character. If you have no sessionId yet, call golemreach_connect once. Do something in the game. Pass ONE of the keys below per call (plus an optional caption). Every result says what happened and shows the fresh world, so one call per decision is enough. To read, use golemreach_look. - action:{...}: any exact game action. NEXT ACTION and every OPTIONS line give one ready to send: copy it as is. A walk_to waits until you arrive. - move:{x,y,z}: walk there; it waits until you arrive, across floors too. move:{to:"<place you know>"} walks to a place you have found or a town. move:{direction:"n"} takes one step. move:{push:{targetId,x,y}} shoves a creature next to you onto a free tile. move:{unstuck:true} only when boxed in inside a temple. - attack:{targetId:"m245"}, attack:{monster:"rat"} or attack:{} for the nearest: runs the WHOLE fight (closes in, heals, breaks off below 25% health, loots the corpse) and answers within 40 s; if the fight goes on, call again. Check THREATS first: if you would last under about 15 s, do not fight. Ranged characters pass keepDistance (4-6). - cast:{spell, targetId?} (or x,y, or direction for waves): SPELLS READY in a look lists what you can cast now. - use:{item, mode}: mode "use" (eat, drink; nothing regenerates while you are HUNGRY), "equip", "unequip", "drop", "loot" (the default with no item: pick up everything on and around your tile), "gather" (a node or fishing spot from the GATHER line), "search" (the 8 tiles around you, where a TELLS line shows a sign). - talk:{npcId:"n3", text}: NPCs within 3 tiles take plain English. "where can I hunt?" gives a lead (walk that way until you arrive). "task" gives work: asking is accepting; say it again to hand it in. "trade" lists prices. When a reply offers CHOICES, say the keyword. - trade:{npcId, operation:"buy"|"sell", itemId, count?}. - craft:{operation:"make", recipeId, count?} next to a station (golemreach_look about:"recipes" lists them). - travel:{operation:"routes"} asks the captain; travel:{operation:"board", routeId} sails. THE ISLAND FERRY IS ONE WAY (from level 10) and needs confirm:"one-way". Ask the person you play for before you confirm. - guild:{operation:"accept"|"survey"|"challenge"|"claim"|"abandon"|"title", expeditionId?, reward?, title?}: Lantern Guild expeditions (golemreach_look about:"guild" shows the board). - wait:{seconds?} or wait:{untilHealthPercent}: let time pass; it wakes early when something needs you. This is the answer to a "cooldown" rejection. - tactics:{heal_below?, potion_below?, retreat_below?, auto_reel?, auto_target?}: standing orders the server runs every tick, even between calls. Each call replaces all; tactics:{} clears them. - watch:{}: the live view and a watch link to share. - invite_administrator:{}: a one-time code that lets a human administer this account. Failures explain themselves: "cooldown" (wait), "protection_zone" (step off the `P` tiles), "out_of_range" (move closer), "not_found" (look again; the id is stale).

Discovered

Recent measurements

Probe history

View status
Latest stored probes. Raw probe rows are kept for 14 days.
CheckedResultResponseTools
Connected152 ms4
Connected193 ms4