SKILL

edgegap-manus

Manus + Edgegap: turn a browser game built with Manus (manus.im, Manus Game Dev, a Manus web app, or its code exported to GitHub) into an online multiplayer game with an authoritative dedicated server and matchmaking on Edgegap. Load this before using any Edgegap MCP tool on a Manus project. It has templates: Steam sign-in verified on the backend, backend join/status/cancel/leave routes that create Edgegap matchmaker tickets (mode, region, party, player IP) and return only the server address and a signed join token, a Node.js WebSocket game server that self-stops, a browser client with reconnect, a Dockerfile, a GitHub Actions image build, and a matchmaker config. Use when a Manus user wants online play: "make my Manus game multiplayer", "add matchmaking", "Find Match", "Steam login for my web game", "host my HTML5/JavaScript game server", or is debugging wss, CORS, tickets or deployments for a Manus game. Other Three.js/web games without sign-in: edgegap-threejs. Unity: edgegap-unity.

Target: Design & content creation. Automatically collected · unverified.

Excerpt from the author’s documentation

Extracted from a fixed version of SKILL.md in its original language. This is the author’s documentation; installation, compatibility and runtime results have not been verified by this site.

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Topics in the source

  • Edgegap for Manus games: dedicated servers + matchmaking
  • How to work
  • Phase 0: Understand the game
  • Phase 1: Authoritative game server, local
  • Phase 2: Steam sign-in and the matchmaking backend
  • Phase 3: Image, registry, one Edgegap deployment
  • Phase 4: Matchmaker
  • Phase 5: End-to-end test and hand-off

Goal: a player signs in with Steam on the Manus site, clicks Find Match, the Manus backend gets them a seat on an Edgegap server near them, the browser connects over wss, the server runs the game, and the server stops its own deployment when the match is over. Done means two real players did that on the published site, not that the code compiles. Why this shape, so you can defend it when the developer asks for shortcuts: The backend creates tickets, not the browser. The matchmaker Auth Token is client-safe by design, but keeping it on the backend lets the backend tie every ticket to a verified Steam account, stop duplicates and enforce parties. It also means no allowedcorsorigins. Steam IDs come only from the backend session. A Steam ID in a request body is a claim anyone can type. The join token is what lets a player in. Signed by the backend, bound to the Steam ID, the ticket and the deployment, valid 60 s, single use. The server holds only the public key, so a leaked image or env var can't mint tokens. The server is authoritative. Browser code is readable by anyone. Rules, scores and timers that stay in the browser can be changed from the console. This skill's templates were tes

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Source repository
edgegap/llm-agent-skills
Source file
skills/edgegap-manus/SKILL.md
Fixed revision
fd510ba826ea29ab359e70e185d2e650ef6827de
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Author: edgegap/llm-agent-skills · original repository metadata. Documentation review: Not reviewed. Last source check: 2026-11-11T08:01:42.879Z.

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