sts2-mcp-player

Drive Slay the Spire 2 sessions via STS2 MCP tools using live game state.

1|2|Updated Apr 3, 2026
One-click install
npx skills add https://github.com/dbyrne/ClawTheSpire --skill sts2-mcp-player
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: sts2-mcp-player
Source: https://github.com/dbyrne/ClawTheSpire/tree/main/STS2-Agent/skills/sts2-mcp-player
Command: npx skills add https://github.com/dbyrne/ClawTheSpire --skill sts2-mcp-player

SYSTEM DOCUMENTATION & REQUIREMENTS

💡 This Skill includes references (resource) components.

What problem does it solve?

Automates the driving and validation of Slay the Spire 2 sessions through the local STS2 MCP tools using a strict state-first workflow.

Core Features & Use Cases

  • Provides a disciplined state-first decision loop for STS2 MCP to enable reliable play, validation, and debugging flows.
  • Reads live game state data and performs actions only from the current payload's available actions to prevent stale or invalid moves.
  • Useful for verifying MCP tool contracts, validating agent behavior against live sessions, and reproducing bug scenarios.

Quick Start

Drive an STS2 session using sts2-mcp-player to take over the current gameplay with a state-first workflow and report each decision context.

Frequently Asked Questions about sts2-mcp-player

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I automate Slay the Spire 2 sessions through the MCP server?

Automate Slay the Spire 2 sessions by driving the local STS2 MCP server using a state-first workflow that reads live game payloads and executes only valid available actions.

What is a state-first workflow for validating game agent behavior?

A state-first workflow recomputes indexes from fresh game payloads before taking action, ensuring agent behavior validation relies on live state data rather than stale or invalid moves.

Can I use this MCP validation approach to reproduce bug scenarios in Slay the Spire 2?

Yes, you can reproduce bug scenarios by using the state-first loop to navigate combat, rewards, and events while verifying the MCP tool contracts against live STS2 sessions.

Do I need a specific tool surface to drive STS2 MCP gameplay?

You need a local STS2 MCP server exposing a constrained tool surface including health_check, get_game_state, get_available_actions, act, and data tools to execute decisions.

What are the limitations of state-first automation for STS2?

The automation requires a live local STS2 MCP server and a constrained tool surface; it cannot execute moves if the game payload does not provide valid available actions from the current state.

How does state-first STS2 automation compare to standard game-agent scripting?

State-first STS2 automation enforces decision recomputation from fresh payloads, preventing stale moves and validating MCP contracts, whereas standard scripting often relies on predetermined logic paths.