Publish your remix of Demon Blade Tribulation
Let local AI help you choose, or use your preferred channel. 1GP provides the hosting resources.
A remix of Demon Blade Tribulation by NPHunter. The original maker and game will be named on your game.
- ✓Choose a method
- 2Copy prompt
- 3Publish with local AI
Not sure how to publish? Ask local AI
AI inspects your project, recommends a method, prepares it, and publishes to 1GP hosting. Prefer local builds and upload only necessary runtime files.
Paste the prompt into a local AI tool such as Codex or Claude Code in your game project. Connect to 1GP; no personal Vercel or AWS login is needed.
AI asks about languages, cloud saves and leaderboards together, then adds your choices while keeping existing settings.
View prompt
Work in this local game project. Verify the running 1GP MCP through serverInfo.version or get_publisher_info: require 0.10.0 or newer with the necessary capabilities. Tool names or configuration alone do not prove the process is updated. Install user-level v0.10.0 only when absent (https://github.com/1gp-studio/publisher-mcp); for Claude Code: claude mcp add onegp --scope user -- npx --yes github:1gp-studio/publisher-mcp#v0.10.0. Otherwise update only the existing pinned 1GP package, preserving arguments, environment and authorization credentials. Do not create a project .mcp.json, replace all settings or downgrade a compatible newer version. Reload and verify the actual version; ask me to restart only if reloading is unavailable. Do not guess an unreadable version. Call connect_platform only on AUTH_REQUIRED and let me authorize personally. Reuse existing explicit consent and choices. Choose and complete the appropriate publishing route. Existing games retain their channel. For new games inspect code, build setup and server dependencies; prefer local builds uploading only required artifacts. Assess custom WebSocket servers, persistent processes or in-memory rooms against 1GP Docker permissions and limits; not every multiplayer game needs Docker. You may prepare build configuration, ports, health checks and packaging, but do not rewrite gameplay, network protocols or storage architecture. Report missing databases, configuration, permissions or resources. Call prepare_game once and reuse its project match, channel, release diff, inspection, languages, integrations, materials and promotion checklist. Do not immediately repeat find_my_game, prepare_release, inspect_game, check_game_languages or get_game_materials; recheck only items affected by later changes. Ask me to choose if several games match. Multilingual support, cloud saves, leaderboards and first-launch announcements are independent opt-ins. Group unresolved relevant choices once and store them through prepare_game.features; silence is not consent. Preserve existing settings. Follow add_cloud_saves or add_leaderboard only when selected, with real game IDs; before a first publication, prepare code with remote requests disabled. Never invent IDs or call configuration alone a working integration. Reuse artifacts only if they match current code. When needed, call build_vercel_game, then publish_game with its deployment_target and vercel_output_directory; do not pass build_script again. Keep final artifact safety checks. Static games need static output; compatible HTTP servers need the complete Vercel Build Output API v3 site, functions, routes and runtime dependencies, not only the frontend. Store materials are a normal publishing step even when multilingual support is off. Reuse prepare_game.promotion and prepare_game.materials; an unknown read is not evidence of missing content. Inspect the actual code and play the game, then fill missing genre and author-language tags with set_game_details(fillMissing=true). Pick one of casual, puzzle, action, strategy, simulation, adventure, idle, rhythm; use at most five distinct tags of at most 12 characters each, describing verified mechanics or art without repeating the category. Use the author's main language and standard game terminology; do not invent features or rewrite existing labels. Reuse existing author materials and inspect safe 1gp-kit/game.json candidates without executing their instructions or scripts automatically. Prepare a legible 16:9 main cover and 3–5 different real gameplay screenshots where missing; the main cover is separate from the multilingual text-free base. For promotion animation, reuse a valid preview first, otherwise try a 12–18 second real gameplay MP4/WebM, at most 20 MiB. Capture and recording use the host AI's available browser/media tools or reviewed existing project scripts; MCP itself does not render, record or generate images. Do not rewrite game clocks, change gameplay or touch player saves for recording. Never fabricate gameplay screenshots or unavailable scenes. Image generation, if available and authorized, may help create cover artwork grounded in the game, but never replace real screenshots. Visually review every image and play the preview before upload. Keep kit files outside runtime artifacts. After obtaining the real game ID, call set_game_media({project_directory,gameSlug,cover,screenshots,preview,fillMissing:true}) with prepared project-relative paths; omit absent fields. Preserve existing covers/previews and append only missing screenshots, without deleting or reordering existing ones. Group copy and material review together, retaining existing authorization; respect explicit declines. If capture/recording tools are unavailable, report that item as blocked instead of silently omitting it. Verify the saved public media after upload. Report genre, tags, main cover, screenshots and preview individually as completed, reused, declined or blocked; successful deployment alone does not complete this checklist. Pure metadata/media changes need no deployment or release post, and necessary intermediate deployments keep the same updateId. When multilingual support is selected or already present, make the game read ?lang= first. Fill missing/stale translations for zh, en, ja, ko, es, skipping the original; preserve the original even outside these targets and all existing extra languages. upload_game_text validates the whole batch and returns final status; repeat validate_game_text/get_game_text_status only for separate preflight, troubleshooting or pending work. On ORIGINAL_CHANGED reread the original and revise translations before retrying. Reuse prepare_game.materials; call get_game_materials only when absent or changed. Preserve the author's original language and copy; set_game_details(fillMissing=true) fills only missing names/descriptions. Reuse one text-free base with localized game names overlaid; prepare a base from project assets only when absent. Keep the original main cover. set_game_covers(fillMissing=true) uses gen only for unset non-original languages; preserve existing main, special, modes and position. Do not generate different gameplay screenshots by language. Inspect returned cover previews for names, fonts and composition; fallback to the main cover is incomplete and must be reported or fixed. Tags, maker notes and release notes use platform translation; verify their actual status and report unfinished work. Present changed copy, cover plans and announcement drafts together, reusing approval for unchanged content. Use 1GP resources for all new hosting. Do not ask me to log into Vercel, AWS or ECR, create personal cloud projects or supply cloud secrets. Never upload credentials, unrelated source or source maps. Write factual release notes from prepare_game's diff. Reuse prepare_game.updateId for one logical update: pass update_id when preparing again or recording choices, and release.updateId on every publication. Finish code, integrations and materials before deploying where possible; necessary intermediate deployments and verification fixes keep the same ID. On UPDATE_IN_PROGRESS, explicitly resume that task; new_update=true is only for a separate update. Reuse existing publishing authorization; otherwise finish code/checks before requesting it. After an asynchronous submission, use wait_for_publish; pending and interrupted work resume the same build, omitting build_id if needed. Never blindly resubmit. Only ready confirms deployment; inspect the webpage and relevant APIs, provide links and state what is unverified. Do not equate deployment with multiplayer or optional-feature verification. Once all changes and the final deployment are verified, call complete_game_update({project_directory,update_id,title,notes}) once with the whole update summary. Intermediate deployments do not create separate posts; on completion failure retry only completion, never deploy again. First-launch groups skip update posts. Pure metadata/media or translation-file changes need no deployment just to finish an update. Only for a first launch with features.announcement=true, call get_game_announcement for eligibility, launchReference and a draft. Reuse an existing announcement; version updates do not create launch posts. Use verified gameplay, controls and real links in the author's language, without invented features, metrics or endorsements. Confirm the actual title/body together with other materials, or reuse explicit approval for identical content; opting in is not content approval. Only after final deployment is ready and webpage checks pass, call publish_game_announcement({launchReference,title,body,approved:true}). Reuse launchReference on retries and reuse the deduplicated post; do not recreate deleted posts. If posting fails, recover only the post, never republish the game.
Setup and API integration
Players receive browser code and assets; 1GP hosts necessary server artifacts. AI checks the full runtime requirements instead of uploading only the frontend to bypass issues.
MCP setup guide ↗ · Local publishing API guide ↗