The
lobbylabnpm package is not published yet, so thenpx -y lobbylabcommands on this page do not work today. Everything else here is current. Request an alpha key at https://lobbylab.gg/developers.
LobbyLab is a hosted multiplayer backend. Your game keeps its own UI, engine and domain; players join LobbyLab rooms over WebSockets through @lobbylab/client, and LobbyLab keeps the rooms, invite codes, matchmaking and shared game state. Game rules that run on LobbyLab's servers come later. Request an alpha key at https://lobbylab.gg/developers.
Status: alpha. There are no public keys yet, and @lobbylab/client and @lobbylab/node are not on npm yet; both arrive with the alpha. What works today: the lobbylab package's docs and mcp commands, and lobbylab.gg, where people describe a game, LobbyLab builds it, and friends play it on phone or web.
Install the MCP server
It runs locally over stdio, needs no key and makes no network calls. Tools: lobbylab_docs (read these docs) and lobbylab_multiplayer_quickstart (the honest starting point for a stack). Both are read-only.
Claude Code:
claude mcp add lobbylab -- npx -y lobbylab mcp
Codex:
codex mcp add lobbylab -- npx -y lobbylab mcp
Cursor (.cursor/mcp.json) and most other MCP clients:
{ "mcpServers": { "lobbylab": { "command": "npx", "args": ["-y", "lobbylab", "mcp"] } } }
VS Code (.vscode/mcp.json):
{ "servers": { "lobbylab": { "type": "stdio", "command": "npx", "args": ["-y", "lobbylab", "mcp"] } } }
On native Windows, if a client cannot start npx, run it through cmd: command cmd, arguments /c npx -y lobbylab mcp.
Without MCP, the same text is one command away: npx -y lobbylab docs.
Rules for agents during the alpha
- Do not install
@lobbylab/clientor@lobbylab/node, and do not write code that imports them, until the person has an alpha key and the packages are on npm. - Do not invent keys, endpoints, package versions or features. If the person needs something the alpha does not have yet, say so plainly.
- Keys, once the person has them: the publishable key goes in
LOBBYLAB_PUBLISHABLE_KEYin.env(safe in the browser). The secret key (llsk_...) goes only in.env.localfor a backend: never in client code, never printed into chat, logs or commits. - Test with two players by opening two browser tabs; each tab is its own player.
- If the person only wants to play a game with friends and not build one, lobbylab.gg builds and hosts it for them today.
AGENTS.md section for a project that uses LobbyLab
## Multiplayer (LobbyLab)
This project uses LobbyLab for online multiplayer. Do not write a WebSocket or socket.io server.
- Status: alpha. `@lobbylab/client` is not on npm yet. Add it only once the person has an alpha key
(request one at https://lobbylab.gg/developers) and the package is published.
- Client: `@lobbylab/client`. The publishable key is LOBBYLAB_PUBLISHABLE_KEY in .env (safe in the browser).
- Never put the secret key (llsk_...) in client code. It lives in .env.local for your backend only.
- Docs for agents: `npx -y lobbylab docs`, or the MCP server `npx -y lobbylab mcp`.
- Test with two players: open two browser tabs; each tab is its own player.
A prompt to copy
Make this game online multiplayer with LobbyLab. First run
npx -y lobbylab docsand read it. Keep my UI and engine. Tell me what works today during the alpha and what I need to get started, then use@lobbylab/clientfor rooms, invite codes and shared state once I have an alpha key. Test with two browser tabs and give me the invite link.
Coming with the alpha and after
@lobbylab/clientand@lobbylab/nodeon npm.npx -y lobbylab@1 init: a sandbox project with no account; the keys are written to.envand.env.local, never printed.- MCP tools to create projects and rooms, read status and usage, and add test players to a room.
- A Claude Code plugin with a LobbyLab skill and this MCP server, and AGENTS.md in every LobbyLab template.