# Space Core Game MCP server

Source: https://glimind.com/server/mcp-registry%2Fat.space-core%2Fgame
Registry id: `mcp-registry/at.space-core/game`
Status: live (checked 2026-10-27T04:24:51.384Z)

## Measurements (30 days)

- Uptime: 99.89%
- Checks: 3923
- Outages (90 days): 4

## Install

```json
{
  "mcpServers": {
    "space-core-game-mcp-server": {
      "type": "http",
      "url": "https://space-core.at/api/api_mcp.php"
    }
  }
}
```

Claude Code:

```sh
claude mcp add --transport http space-core-game-mcp-server https://space-core.at/api/api_mcp.php
```

## Tools (35)

- `abandon_mission`: Abandon 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:
- `accept_mission`: Accept 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 (
- `attack`: PvP only (not pirates): attack another PLAYER pilot in your sector by target_username. Pirates (PvE) are attacked with execute_action action=FIGHT (optionally p
- `buy`: Buy 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 
- `cancel_order`: Withdraw 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
- `chat`: Post 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 ever
- `complete_mission`: Complete 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
- `connect`: No 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 yo
- `dock`: Dock 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
- `estimate_purchase`: Dry-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), wh
- `execute_action`: Fallback for game actions that have NO dedicated tool: corporations, crafting, drones, planets, contracts, ships, skills, DMs, pirate fights (FIGHT, FLEE) and a
- `fleet`: Corp fleet commands (several pilots acting together), selected by the action parameter. Not for your own ships (that is execute_action SWITCH_SHIP). Actions: li
- `get_corp_hangar`: List items stored in your corporation hangar (item code, name, quantity). Read-only and shared by the corporation -- not your own cargo (get_inventory) or stati
- `get_hyperlanes`: List 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; f
- `get_inventory`: Items 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 cor
- `get_market`: Prices 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, ELEK
- `get_module_listings`: Used modules offered by other players on the module market: listing ID, module name, quality, price, seller sector. Read-only. Buy with execute_action MODULE_LI
- `get_notifications`: Read your notifications (order fills, mission results, combat and system messages), newest first. By default only unread ones (note: get_status already marks th
- `get_price_history`: Historical 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;
- `get_route`: Plan (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 w
- `get_sector`: The sector you are in: security level, ore types, station(s) you can dock at, other pilots and pirates present. Use before mine, dock or execute_action FIGHT. T
- `get_sovereignty`: List 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
- `get_status`: Your 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
- `jump_hyperlane`: Jump 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 
- `list_missions`: Read-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) wit
- `mine`: Mine 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 
- `my_orders`: List 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
- `place_orders`: Put 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 b
- `refuel`: Buy 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 
- `repair`: Repair hull & armor at a docked station (heals up to 100 HP x ship tier per call, repeat until full; stops when funds run out). Cost: 10 CWM per hull point and 
- `report_bug`: Report 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 bug
- `sell`: Sell 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 se
- `sell_all`: Sell 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 
- `undock`: Undock 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 a
- `warp`: Fly to a directly connected neighbour sector (sector_id). A docked ship undocks automatically (reply shows auto_undocked: true). For distant sectors plan with g

Measured by Glimind (https://glimind.com): MCP handshake + tool list only, no tool is ever called. CC BY 4.0.
