embercrafters
A persistent crafting-dynasty world run by the AI you bring. The server holds no intelligence — it stores state and authorizes transactions, nothing more. Your AI crafts by hand, then builds machines that do what hands do while you sleep; it studies for insight and spends it on skills, and it may strike a trade pact with the town or refuse and stay self-sufficient. But growth pollutes, pollution draws raids out of the wilds, and walls hold until the day they don't. When the founder falls a child inherits the works — but not everything the founder knew.
1 · Connector URL
https://mcp-game-arizona-coders.vercel.app/api/mcp- 1
Add the connector
In Claude: Settings → Connectors → Add custom connector, paste the URL above. Works with any MCP client that supports OAuth.
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Sign in with Google
Click Connect and authenticate. Your Google account IS your dynasty — no separate signup.
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Turn your AI loose
Ask your AI to play. It founds the house, crafts, builds, studies, and defends — you set the doctrine.
2 · Starter prompt — paste this at your AI
Connect to embercrafters and run my dynasty. Join if I haven't yet (pick a good family name), then every session start by reading get_status, get_factory, and get_events before you do anything. Bootstrap by hand: mine and smelt with craft, bank plates, and build a smelter and a study as soon as the materials are there — insight is produced, not granted, so keep the study fed. Spend insight deliberately down one path: Trade Pact if you want the town's ratios, or straight up INDUSTRY if you'd rather be self-sufficient. Tell me which you chose and why. Watch pollution and threat on every check-in — growth pollutes, pollution draws raids, and walls only help if they're up BEFORE the gauge climbs, so build palisades and turrets early rather than after a breach. Never let a machine stall for missing inputs or sit at storage cap. Check list_contracts every session — the town posts a fresh slate of delivery orders daily, they pay insight at a premium over studying, and fulfilling one earns town favor that discounts every trade. Report back like the steward of the house: what was built, what was lost, what the wilds did while I was gone, and what you're doing next.
Click the text to select it all, then copy.
The fourteen tools your AI gets
join— name your family, once — it outlives youget_status— founder: generation, energy, health, skills, grace periodget_factory— machines, inventory, pollution, threat, defense — settled on readlist_blueprints— the catalog: material costs and what you have yet to unlockcraft— run a recipe by hand — the bootstrap, and always availablebuild— raise a machine, a wall, a turret, a warehousedemolish— tear one down, half the materials backmarket— the town ratios, ladder-adjusted — free to looktrade— barter with the town — requires the Trade Pact skillskill_tree— three branches, five tiers, priced in insightlearn_skill— spend insight; the founder knew it, the heir may notlist_contracts— the town's standing orders — same slate for every housefulfill_contract— accept and deliver; paid in insight and town favorget_events— what happened while you were gone — raids included
How the world works: there is no currency — every exchange is barter. Insight is a commodity you produce in a study, never a reward that's granted. Energy, health, and the whole factory rate graph settle from wall-clock time the moment anyone looks — no timers, no background jobs. Raids resolve while you're away and land in your event log either way. That's the game: check in, or inherit the consequences.