steam-mcp

steam-mcp

Enables personalized Steam game discovery by ranking the store against a player's playtime history and stated preferences, with tools to search games, inspect details and reviews, and explore taste profiles.

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README

steam-mcp

An MCP server for deciding which Steam games suit a particular person. It ranks the store against what the player actually logs hours in, blended with whatever they say they are in the mood for right now.

Ten tools. recommend_games is the front door; the rest exist so a ranking can be interrogated rather than taken on faith.

Tool Needs key What it does
recommend_games no (better with) Rank the store for a stated preference, personalised by library
get_taste_profile yes Tag affinities weighted by playtime, top genres, signature games
search_games no Structured catalog search: tags, price, platform, release date, sale
get_game_details no Description, tags, price, reviews, Metacritic, Deck compatibility
find_similar_games no "More like Hades": search on seed games' pooled tags
get_game_reviews no Score breakdown plus the most helpful review text
list_tags no Steam's tag vocabulary, for getting names exactly right
get_my_library yes Owned games with hours, most-played first
get_wishlist no (public profile) Wishlist with current price and discount
get_recently_played yes Last two weeks of play

Running it

npm install && npm run build
claude mcp add -s user steam-mcp -e STEAM_ID=<your SteamID64> -- node /path/to/steam-mcp/dist/index.js

Environment:

  • STEAM_ID (optional): default player, as a SteamID64. Tools also accept a vanity name or profile URL per call.
  • STEAM_API_KEY (optional): from https://steamcommunity.com/dev/apikey. Only the library, recent-play and vanity-resolution paths need it. Everything else, including the wishlist on a public profile, is keyless, so the server is useful with no credential at all. It just cannot personalise.

A disk cache lives at $XDG_CACHE_HOME/steam-mcp (default ~/.cache). The store's appdetails endpoint is throttled to roughly 200 per five minutes per IP; the client paces that endpoint at 1.5s, the others far faster, and caches aggressively (details six hours, tags and Deck data a week) so a second recommendation in the same sitting is mostly free. Every tool that enriches a list works under a deadline and reports how many games it skipped, so a long request returns a partial answer rather than timing out at a proxy.

How the ranking works

src/taste.ts holds the whole model.

Profile. Each played game's hours are attributed to its community tags in proportion to their vote share, so a milsim's hours go mostly to Military and Tactical and only a sliver to Multiplayer. Three corrections sit on top:

  • Tags are weighted by rarity, derived from the popularity order of Steam's own tag dictionary (no extra requests). Without this every profile starts Action, Open World, Simulation, whoever the player is.
  • Games from one studio are pooled before compression. Three Arma entries are three measurements of one taste, not three times the evidence.
  • Hours are square-rooted. One outlier still leads, but does not write the whole profile.

Two-week play, when a key is available, counts a second time on top of lifetime hours: once as history, once as what the player is into now.

Score. Two signals on the same 0..1 scale, blended equally: fit, the cosine between the candidate's tag vector and the profile, relative to the best any game could do; and want, how much of the candidate's tag mass is what the player asked for. Reception then penalises below Steam's "Mostly Positive" line (70%) and never rewards above it, because candidates already arrive sorted by reviews and rewarding them again would count popularity twice. Every reported matchedOn entry is in score points and says whether the library or the request earned it.

Order. The final list is re-ranked greedily for variety: a candidate loses up to 40% of its score for resembling something already chosen. Scores are reported untouched; only the order changes, and the tool description says so.

Tests

npm test

Both suites run against the live API, deliberately. test/smoke.mjs drives the built server over real MCP stdio, which is the only place a silently dropped schema or a changed store endpoint shows up. test/taste.ts runs the model over test/fixtures/library.json, a real 45-game library, and asserts ranking behaviour rather than exact numbers, since tag votes drift. Set STEAM_API_KEY to also exercise the keyed tools.

Deploying with a key

A long-lived stdio server cannot get its key from a request-scoped secret broker, so the keyed deployment belongs wherever an environment variable can be injected at process start: a supervisord environment= line, a Nomad variable, a systemd EnvironmentFile. The server reads STEAM_API_KEY once at startup and never writes it anywhere.

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