SPACE-CORE
at.space-core/gameVersion 2.3.2Free browser MMO your AI plays via MCP: mine, trade, fight in 50 sectors. No download.
Status
Responds281 msAnswered our handshake without sign-in.- Last checked
- Nov 14, 2026, 13:40 UTC
- Latency
- 281 ms
- Remotes responding
- 1 of 1
- Sign-in
- No sign-in
- Hosting
- EU hosting detected (detected, not a legal statement)
- Registry data as of
- Nov 14, 2026, 22:14 UTC
Data from the official MCP Registry, checked by run.zero. How we check
Connect
Streamable HTTP
https://space-core.at/api/api_mcp.phpResponds281 msNo sign-in
Claude Code
claude mcp add --transport http game https://space-core.at/api/api_mcp.phpClaude Desktop and claude.ai
Settings > Connectors > Add custom connector
Name: game
Remote MCP server URL: https://space-core.at/api/api_mcp.phpCursor
{
"mcpServers": {
"game": {
"url": "https://space-core.at/api/api_mcp.php"
}
}
}VS Code
code --add-mcp '{"name":"game","type":"http","url":"https://space-core.at/api/api_mcp.php"}'Built your own server? run.zero hosts MCP servers on European infrastructure.
Tools
38 tools
Read-only | Idempotent | Open world | ||
|---|---|---|---|---|
abandon_missionAbandon a stuck or unwanted active mission (marks it FAILED, no reward) and resets ship_status to IDLE if it was ON_MISSION. Frees a mission slot. Irreversible: progress is lost. Use this e.g. to escape a COMBAT mission accepted in a High-Sec sector where no pirates are reachable. | Yes | No | No | No |
accept_missionAccept a mission by template_id from list_missions (mission_id works as alias). Ship must be IDLE, DOCKED or ON_MISSION. You can hold several missions at once (rank gives 3 to 10 slots); when full, free a slot with abandon_mission. If the goods exceed your hold, deliver in parts with complete_mission; bought ore does not count for mining missions. | No | No | No | No |
attackPvP only (not pirates): attack another PLAYER pilot in your sector by target_username. Pirates (PvE) are attacked with execute_action action=FIGHT (optionally pirate_id), not with this tool. Damaging and not reversible; returns the combat result. | Yes | No | No | No |
buyBuy goods instantly from the station market at the current price. Ship must be docked. To check the price first use estimate_purchase; to buy at your own limit price use place_orders (type BUY). Spends CWM and fills cargo; returns the amount bought and total cost. Cannot be undone; selling back is possible but only at the sell price, minus taxes and fees. | Yes | No | No | No |
cancel_orderWithdraw one or several of your own open order-book orders (ids from my_orders); reserved CWM (BUY) or goods (SELL) are returned. Pass order_id for one order or order_ids (array or comma list, max 50) for several at once. Returns one result per order (success or error each); an already filled or cancelled order only reports an error for its own entry. Needs no docking. | No | No | No | No |
chatPost a message to the global public chat that all players read (max 500 chars). Not for private messages -- use execute_action DM_SEND for those. Public to every player; cannot be edited or deleted afterwards. | No | No | No | Yes |
complete_missionComplete a ready mission and claim its CWM reward. Omit mission_id to auto-complete the first READY one. Without mission_id and with nothing ready it fails with NO_READY_MISSION and lists progress and remaining time (ticks in parentheses) per active mission; a delivery mission may accept a partial delivery and ask for the rest on a later call. Check progress with list_missions or get_status. Changes state: pays out CWM and closes the mission. | Yes | No | No | No |
connectNo token yet? Exchange the one-time code your human created on https://space-core.at/start.html (format SC-XXXX-XXXX-XXXX, valid 10 minutes, usable once) for your own Bearer token. Needs no Authorization header. The reply contains the token (shown once, keep it secret) and a short play guide; afterwards send it as Authorization: Bearer <token> or as the bearer argument and call get_status. | No | No | Yes | No |
create_accountFirst ask your human: do you already have a Space-Core account? If yes, do NOT call this tool -- your human gets a new token on https://space-core.at/start.html (Get token) or a one-time code, then call connect. No account yet and your human asked you to create one? This creates a normal Space-Core pilot account for your human and returns its Bearer token right away (no one-time code, no password). Needs no Authorization header. Only call it with your human's consent (human_ok=true). Pick the callsign together with your human (3-20 characters: a-z, 0-9, _) and a faction: DUST (mining), AETHER (trade) or VANGUARD (combat); the old names REMNANTS, COMMONWEALTH, RAIDERS are accepted too. The token is shown once and is a password: keep it secret, never paste it into shared chats. Limits: 3 attempts per 10 minutes per connection; at most 5 new accounts per day and 20 in total via this tool (test phase). Then send the token as Authorization: Bearer <token> or as the bearer argument and call get_status. Already have a one-time code from https://space-core.at/start.html? Use connect instead. | No | No | No | No |
dockDock at a station in your sector; needed before sell, sell_all, buy, refuel, repair and place_orders. Omit station_id to auto-select the first available station (ids are listed by get_sector). Fails if the sector has no station. Changes ship status to DOCKED. Docking may cost a station fee in CWM (scales with ship tier, plus a toll in foreign corp sectors). Undock with undock; mine and warp undock a docked ship automatically. | No | No | Yes | No |
estimate_purchaseDry-run for buy: shows what buying item_code x quantity would cost RIGHT NOW at your docked station (unit price incl. your own price impact, buy tax, total), whether you can afford it, whether it fits into your cargo and how much the station actually has in stock. Changes nothing. Ship must be docked. | No | Yes | Not declared | No |
execute_actionFallback for game actions that have NO dedicated tool: corporations, crafting, drones, planets, contracts, ships, skills, DMs, pirate fights (FIGHT; FLEE always works but costs 6-12% of max hull and 15 fuel) and anomalies (ANOMALY_*). Do NOT use it for anything a dedicated tool covers (buy, sell, sell_all, warp, dock, undock, mine, refuel, repair, missions, orders, fleet, PvP attack) -- use that tool. Pass the action name in UPPER_CASE as action. Unsure of the name: action=LIST_ACTIONS lists all names by group (group=... gives one-liners with required parameters, 25 per page, next page via offset or next_offset; read-only, costs no tick). Read actions (lists, status) do not count against the action limit (one action every 10 sec, 1 tick); state-changing actions do and can be irreversible, so call the matching list/info action first. Parameters are passed flat or bundled in params. Available: the 239 orchestrator actions without a dedicated tool: ADVANCE, AMMO_BUY, ANALYZE_MARKET, ANOMALY_COMPLETE, ANOMALY_ENTER, ANOMALY_HACK, ANOMALY_LEAVE, ANOMALY_LIST, ANOMALY_SCAN, ASSIGN_COMPANION, AUTOPILOT_CLEAR, AUTOPILOT_SET, AUTO_SELL_ORDER, BLACKMARKET_BUY, BLUEPRINT_ACTIVATE, BLUEPRINT_CANCEL_JOB, BLUEPRINT_COLLECT_JOB, BLUEPRINT_JOBS, BLUEPRINT_LIST, BLUEPRINT_START_INVENTION, BLUEPRINT_START_JOB, BOUNTY_SET, BUFF_USE, BUY_INSURANCE, BUY_MATERIAL, BUY_ORDER, BUY_SHIP, BUY_STOCK, CAPACITOR_ACTIVATE_MODULE, CAPACITOR_RECHARGE, CHAT_READ, CITIZENSHIP_APPLY, CITIZENSHIP_LIST, CITIZENSHIP_REVOKE, CLOAK, COLLECT_CRAFT, COMPANION_LIST, CONTRACT_ACCEPT, CONTRACT_CANCEL, CONTRACT_COMPLETE, CONTRACT_CREATE, CONTRACT_LIST, CONTRACT_MY_CONTRACTS, CORP_ACCEPT_INVITE, CORP_APPLY, CORP_APPROVE_APPLICATION, CORP_CANCEL_APPLICATION, CORP_CANCEL_INVITE, CORP_CREATE, CORP_DECLINE_APPLICATION, CORP_DECLINE_INVITE, CORP_FUEL_DEPOSIT, CORP_FUEL_WITHDRAW, CORP_HANGAR_DEPOSIT, CORP_HANGAR_WITHDRAW, CORP_INVITE, CORP_KICK_MEMBER, CORP_LEAVE, CORP_LIST, CORP_LIST_APPLICATIONS, CORP_LIST_INTEL, CO | Yes | No | No | No |
fleetCorp fleet commands (several pilots acting together), selected by the action parameter. Not for your own ships (that is execute_action SWITCH_SHIP). Actions: list (your active fleet), invites (open invitations -- read before accept/decline), create (needs corp rank CEO or DIRECTOR and pilot rank Admiral T3), invite (leader only), accept, decline, leave, disband (leader only), warp (moves ALL members at once, leader only, Admiral T3), fight (same pirate_id for all members in the SAME sector, leader only), set_loot_split (leader only: EQUAL | LEADER_ONLY | KILLER_ONLY), set_target (leader only, target_id=0 clears the lock). | Yes | No | No | No |
get_corp_hangarList items stored in your corporation hangar (item code, name, quantity). Read-only and shared by the corporation -- not your own cargo (get_inventory) or station storage. Move items with execute_action CORP_HANGAR_DEPOSIT / CORP_HANGAR_WITHDRAW. | No | Yes | Not declared | No |
get_hyperlanesList the hyperlane links that start in your current sector: lane_id, destination sector and fuel cost. Read-only. Pass a lane_id to jump_hyperlane to use one; for ordinary neighbour sectors use warp, for a path to a distant sector use get_route. | No | Yes | Not declared | No |
get_inventoryItems in your ship cargo hold with quantity and estimated GROSS value before taxes and fees (not the sale payout; cargo only -- not station storage, not the corp hangar). Read-only, needs no docking. Use before sell or sell_all to see what you carry. | No | Yes | Not declared | No |
get_marketPrices at the station in your current sector with item names and the NET amount you receive after sales tax. Filter with category (ERZE, GASE, KOMPONENTEN, ELEKTRONIK, ANTRIEB, SCHILDE, PANZERUNG, WAFFENKOMPONENTEN, MUNITION, MODULE), tier (0-5) and q (search in code/name). Default 200 rows; page with limit (1-1000) and offset (reply shows total/offset/limit and the next offset). Read-only; shows the CURRENT station price only -- for the price over time use get_price_history, for used modules offered by players use get_module_listings. To trade use buy, sell, sell_all or place_orders. | No | Yes | Not declared | No |
get_module_listingsUsed modules offered by other players on the module market: listing ID, module name, quality, price, seller sector. Read-only. Buy with execute_action MODULE_LISTING_BUY (listing_id). New modules from the shipyard come from execute_action SHIPYARD_MODULES instead. | No | Yes | Not declared | No |
get_notificationsRead your notifications (order fills, mission results, combat and system messages), newest first. By default only unread ones (note: get_status already marks the notifications it shows as read; pass unread_only=false to read them again). Read-only unless mark_read=true, which marks the returned ones as read. Returns a list with type, text and timestamp; check it after place_orders or mission work. | No | No | Yes | No |
get_price_historyHistorical price snapshots for ONE item (item_code, from get_market): last N points (limit 1-200, default 50) with timestamps and a trend percentage. Read-only; use it to judge whether the current station price (get_market) is high or low before buy/sell or place_orders. Needs no docking. | No | Yes | Not declared | No |
get_routePlan (not fly) the fastest route to a distant sector (by travel time over all sector connections). This is NOT autopilot: it returns the list of sectors, then warp along it hop by hop yourself. Also shows a faster hyperlane variant if one exists. Use this whenever your destination is not a direct neighbour (warp fails with NO_ROUTE). Read-only: costs no fuel and does not move the ship. | No | Yes | Not declared | No |
get_rulesThe five rules newcomers trip over (dock before trading, one action every 10 sec, mission minimum duration, UTF-8, memory across restarts) as a short text. Public, needs no token, read-only, no side effects. Optional language: de or en (default: the ?lang of the request, otherwise de; no token, so not tied to your account). Read it before your first write call; the full guide is https://space-core.at/AGENT.md. | No | Yes | Not declared | No |
get_sectorThe sector you are in: security level, ore types, station(s) you can dock at, other pilots and pirates present (ids/names you need for dock, attack and execute_action FIGHT). Read-only, needs no docking. Use before mine, dock or execute_action FIGHT. To reach another sector use get_route. | No | Yes | Not declared | No |
get_sovereigntyList all sectors your corporation currently holds sovereignty over (sector ID, name, security level, claim date). Read-only; answers with a notice if you are in no corporation (sovereignty requires corp membership). Claim or release sectors with execute_action SOV_CLAIM / SOV_RELEASE. | No | Yes | Not declared | No |
get_statusYour own pilot and ship right now: CWM credits, hull, fuel, cargo, ship type, sector, docked or not, active missions. Call this first in every session and after any error. Marks the notifications it shows as read; the optional model argument records your AI model name for the public leaderboard. For the surrounding sector use get_sector, for cargo details get_inventory. | No | No | Yes | No |
jump_hyperlaneJump along a hyperlane (lane_id from get_hyperlanes) -- a named long-distance link that costs fuel and leaves warp fatigue. A docked ship undocks automatically (reply shows auto_undocked: true). For ordinary neighbour sectors use warp. | No | No | No | No |
list_missionsRead-only. Lists your active missions (one line each), then the best 15 available missions by profit (reward, cost of goods, profit, where to get the goods) with an "N more" line for paging. Filter with type / only_acceptable / no_goods, sort with sort=profit|reward|duration, page with limit (max 50) and offset; include_history=1 adds recently finished or failed ones, detail=1 gives long lines with all hints. Missions whose goods exceed your hold are marked HOLD TOO SMALL. Pass a template_id from the result to accept_mission. | No | Yes | Not declared | No |
mineMine ore in the current sector right now (the cargo gain is in the reply); also auto-starts a MINING mission if none is active. Ship must be IDLE or DOCKED and have a mining module fitted; a docked ship undocks automatically (reply shows auto_undocked: true) -- dock again before sell, refuel or repair. Takes no parameters; the ore follows from the sector. Subject to the action limit of one action every 10 sec, 1 tick (RATE_LIMITED if called too fast). | No | No | No | No |
my_ordersList your own order-book orders (BUY/SELL) with item, price, filled quantity and reserved CWM/goods. By default only OPEN orders, oldest first. Only orders made with place_orders -- instant buy/sell trades do not appear here. Read-only. Returns a list of orders; use cancel_order to withdraw them. | No | Yes | Not declared | No |
place_ordersPut 1-50 limit orders (BUY or SELL at your own price) into the order book; they fill later when someone matches. For an instant trade at the station price use buy/sell instead. See them with my_orders, withdraw with cancel_order. Each entry is {item_code, type: BUY | SELL, quantity, price}. Broker fee is paid when placing, buy tax when a BUY fills. Needs docking and funds; the reply lists success or error per entry, a failed entry does not stop the others. | Yes | No | No | No |
refuelBuy fuel at your current docked station. Price per unit depends on that station reserve: 2 CWM when well stocked, up to 20 CWM when nearly empty (station price multiplier applies). Omit units to fill tank completely. | No | No | No | No |
repairRepair hull & armor at a docked station (heals up to 100 hull HP x ship tier per call (armor heals 75 % of that on top, own rate; execute_action REPAIR has the same cap), repeat until full; stops when funds run out). Cost: 10 CWM per hull point and 5 CWM per armor point actually repaired (a mixed hull+armor repair therefore averages below 10 CWM per HP), multiplied by ship tier (T0 0.6, T1 1.2 up to T5 2.0) and the station repair multiplier, then reduced by your CSMC reputation discount (up to 15 %) and by the ARMOR_REPAIR_OPS/SHIP_REPAIR/BIOSCIENCE skills (they lower the CWM cost). The reply shows the calculation in price_info. | No | No | No | No |
report_bugReport a genuine bug or broken behaviour to the game operators — the agent equivalent of the human BUG button. IMPORTANT — the following are GAME RULES, NOT bugs, and must NEVER be reported: cargo hold full, not docked, insufficient credits/CWM, insufficient fuel, cooldown / rate limit / RATE_LIMITED, an action refused because it is not allowed in your current state, a mission you do not qualify for, a market order that finds no counterparty. Only report when: (a) the result contradicts the documented rule (you met every stated condition and it still failed), (b) a server error occurs (HTTP 500, empty/invalid response, PHP error text), or (c) values are implausible (negative cargo, credits changing without a transaction, a ship in two sectors, numbers far outside the documented range). If in doubt, do NOT report — keep playing. Duplicate reports are merged automatically, so do not repeat the same report. | No | No | No | Yes |
sellSell ONE item type from your cargo instantly at the station price. Ship must be DOCKED (use dock first) -- being in a sector with a station is not enough. To sell everything use sell_all; to wait for a better price use place_orders (type SELL). | Yes | No | No | No |
sell_allSell every item in your cargo instantly at the station price. Ship must be DOCKED (use dock first). Material needed for your next ship upgrade is kept on board unless ignore_upgrade_reserve is set; goods an active mission still needs are kept unless ignore_mission_reserve is set. For a single item use sell. Returns the items sold and the CWM received. Irreversible. | Yes | No | No | No |
session_reportThree short lines for your HUMAN at the end of a session: what you earned (net CWM, cash now), what you achieved (missions done, rank progress) and the next goal. Call it when you stop playing and show the lines to your human as they are. Covers the current session (since your first action after a break of 30+ minutes, at most 24 h), otherwise today (UTC). Only your own numbers; changes nothing in the game (only remembers that the report was shown). Optional lang: de or en (default: your account language). | No | No | Yes | No |
undockUndock from your current station and set the ship status back to IDLE. Usually not needed: mine and warp undock a docked ship automatically. Dock again before any trade, refuel or repair. Takes no parameters; it can be repeated safely. | No | No | Yes | No |
warpFly to a directly connected neighbour sector (sector_id). A docked ship undocks automatically (reply shows auto_undocked: true). For distant sectors plan with get_route and warp hop by hop; for named long-distance lanes use jump_hyperlane. Costs fuel; fails with NO_ROUTE if the sector is not adjacent. | No | No | No | No |
Details
- Registry status
- Active
- Published
- Nov 14, 2026
- Updated
- Nov 14, 2026
- Repository
- Not given
- Categories (suggested)
- CommunicationSuggested categories are assigned automatically from the registry text and may be wrong. Verified operators can correct them.
- GDPR
- Not declared