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Steam Performance & Scouting Intelligence provides professional e-sports scouting capabilities. Use this server to pull raw player metrics, audit achievement rarity against global standards, and check technical stats like kills or class playtime for any Steam user.

It's a dedicated analytics layer built for competitive gaming data.

What your AI agents can do

Get friend list

Retrieves the Steam friend list for a user, provided their profile is public.

Get game schema

Fetches the full data structure and achievement schema definitions for a specific game.

Get global achievement percentages

Gets the global percentage of players who have unlocked every achievement in a specified game.

+ 8 more capabilities included
Pull Raw Gameplay Statistics

Fetch raw metrics—like kills, objectives, and playtime per class—for a specific user in a game.

Audit Account Integrity Status

Check if an account has active VAC bans, community restrictions, or other official ban statuses.

Determine Achievement Rarity and Status

List a user's unlocked achievements and compare them to the global percentage of players who have earned that achievement.

Retrieve Player Profile History

Get basic profile information, including Steam level and recent activity history for one or more users.

List Community Badges and Friends

Retrieve all badges earned by a player or list their current friend contacts (if the profile is public).

Supported MCP Clients

Claude Claude
ChatGPT ChatGPT
Cursor Cursor
Gemini Gemini
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VS Code VS Code
JetBrains JetBrains
Vercel Vercel
+ other MCP clients
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AI Agent

Steam Performance & Scouting Intelligence: 11 Tools for Data Analytics

These tools allow your AI agent to pull raw gameplay statistics, validate player integrity, track achievements against global benchmarks, and analyze profile history.

get019d8485

get friend list

Retrieves the Steam friend list for a user, provided their profile is public.

get019d8485

get game schema

Fetches the full data structure and achievement schema definitions for a specific game.

get019d8485

get global achievement percentages

Gets the global percentage of players who have unlocked every achievement in a specified game.

get019d8485

get owned games

Lists all games owned by a player, including their total playtime for each title.

get019d8485

get player achievements

Retrieves the specific unlock status of achievements for a user within a given game.

get019d8485

get player badges

Lists all community badges and earned recognitions for a player's profile.

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get player bans

Checks the account status against VAC, community, and economy ban records to confirm integrity.

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get player profile

Gathers general Steam profile information for one or more specified players.

get019d8485

get recently played games

Lists the games a player has actively played within the last two weeks.

get019d8485

get steam level

Retrieves the current Steam account level of the specified user.

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get user game stats

Grabs raw gameplay statistics, including kills and objectives, for a specific user in a defined game.

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What you can do with this MCP connector

You're building an e-sports scouting layer with this server. Your AI client can act like a pro analyst, pulling raw player metrics and auditing competitive profiles across Steam games. You won't find fluff here; just pure data access for deep dives into gameplay performance.

Player Performance Deep Dive:
You can use get_user_game_stats to grab granular statistics—things like kill counts, objectives completed, or how much time a user spent playing a specific class in a game. You'll also get the basic profile info for one or more players using get_player_profile, which pulls general Steam data and current account level via get_steam_level.

For recent activity tracking, get_recently_played_games lists every title a player has actually logged into over the last two weeks. To see what they own, you've got get_owned_games, which gives you an inventory of all their games and how much time they've put into each one.

Achievement and Status Auditing:
To check if a player is legit for competition, you can use get_player_bans to confirm the account status against VAC bans, community restrictions, or any other official ban records. You'll also get all their earned badges and recognitions by calling get_player_badges. When it comes to achievements, you first call get_player_achievements to see exactly what they’ve unlocked in a specific game.

Then, you can cross-reference that data with the global market using get_global_achievement_percentages, which tells you what percentage of all players have earned every single achievement in that title. This helps you quantify how rare their skill is.

Networking and Schema Checks:
If a user's profile is public, you can pull their entire Steam friend list using get_friend_list. For developers building custom tools around this data, get_game_schema fetches the full data structure and all achievement definitions for any given game. You'll also get an immediate rundown of every title a player has ever played through by calling get_player_achievements to confirm their unlock status in that specific title.

How Steam Scouting MCP Works

  1. 1 You input a SteamID or username, specifying the game and the data points you need (e.g., 'Show stats for Player X in Game Y').
  2. 2 The agent routes your request to the appropriate tool—like get_user_game_stats or get_player_achievements—and executes it against Steam's API.
  3. 3 You receive a structured payload containing raw, actionable data points, which your AI client then summarizes into plain English for you.

The bottom line is that it turns complex, multi-step API calls into simple instructions given to your agent.

Who Is Steam Scouting MCP For?

This server is built for serious competitive analysis. You're the e-sports coach who needs to know if a prospect has the historical stats to back up their hype. Or maybe you're an advanced player running diagnostics on your own account to spot performance gaps. If your job involves analyzing skill, ban status, or deep game history, this is for you.

E-sports Coach

Audits rival and prospective players by checking their get_player_bans status first. Then, they use get_user_game_stats to compare specific class performance metrics across multiple titles.

Tournament Organizer

Automates pre-event integrity checks by running get_player_badges and confirming zero VAC bans on all registered participants. They also use get_owned_games to validate required title ownership.

Competitive Gamer / Streamer

Monitors personal progress by using get_global_achievement_percentages against their own records (get_player_achievements) to find skills they're missing. They also check get_recently_played_games for trend spotting.

What Changes When You Connect

  • Deep Performance Metrics: Use get_user_game_stats to get raw data like kills, objectives, and class-specific playtime. This is way more specific than just seeing a high win rate; it tells you how they won the match.
  • Instant Integrity Checks: Don't waste time manually checking forums for bans. get_player_bans immediately verifies VAC, community, and trade ban status in one call. Essential for competitive setup.
  • Contextualized Achievement Analysis: Instead of just listing achievements, use get_global_achievement_percentages alongside get_player_achievements. This tells you if a player's skill is truly rare or if everyone has it.
  • Player Trend Spotting: Use get_recently_played_games to quickly see what titles a user has been focusing on in the last couple of weeks, helping build a narrative around their current form.
  • Full Profile Picture: Get a comprehensive snapshot with get_player_profile. This includes not just basic info but also things like their Steam level and badge collection (get_player_badges).

Real-World Use Cases

01

Pre-Drafting Player Analysis

Coach needs to vet a prospect. Instead of reading old forum posts, the agent runs get_player_bans and get_user_game_stats. If the stats show high kills but also poor objective completion, the coach knows where they need to focus training. The process is immediate.

02

Checking for Skill Gaps

A streamer wants to improve their game. They run get_player_achievements and cross-reference it with get_global_achievement_percentages. Finding that they are missing a highly rare achievement (only 2% of players have it) gives them a clear, quantitative goal.

03

Tournament Eligibility Verification

An organizer must confirm all participants can compete. They use get_player_badges and check for any bans via get_player_bans. This single flow confirms both their community standing and competitive eligibility, preventing manual errors.

04

Tracking Player Momentum

A journalist wants to write an article on a player's slump. They run get_recently_played_games first. If the list is short or limited to one title, it suggests low activity, giving them immediate angle material.

The Tradeoffs

Only checking general profile info.

You just run get_player_profile and think you know the player. You see a high level, but that tells you zero about their actual mechanical skill or if they're banned.

Don't stop at the basic profile. After running get_player_profile, immediately follow up by calling get_user_game_stats to get raw metrics and then check get_player_bans for integrity.

Assuming achievement rarity is universal.

You see a high percentage of players have an achievement, so you assume it's common knowledge. But what if the global unlock rate was low? You might misread the player's true skill ceiling.

Always use get_global_achievement_percentages to get baseline data before assessing any individual user's achievements using get_player_achievements. This gives you context.

Ignoring recent activity.

You analyze a player based on their career stats (get_user_game_stats) but ignore the fact they haven't played in three months. Their current form could be way off.

Start by calling get_recently_played_games. This filters out stale data and ensures your analysis reflects current, actionable performance metrics.

When It Fits, When It Doesn't

Use this server if you need verifiable, deep-dive player telemetry. Specifically, when you need to cross-reference raw mechanical stats (like those from get_user_game_stats) with account status (get_player_bans) or rare skill indicators (get_global_achievement_percentages). It's built for the analyst who needs a complete data picture.

Don't use this if you just need simple, general information. If all you want is to see if two people are online together, basic Steam API calls suffice and will be faster. Also, if your goal is simply to list a player's friend contacts and nothing else, get_friend_list is enough—don't run the full suite of tools just for that.

Independent Platform Disclaimer: Vinkius is an independent platform and is not affiliated with, endorsed by, sponsored by, verified by, or otherwise authorized by Steam Scouting. All third-party trademarks, logos, and brand names are the property of their respective owners. Their use on this website is strictly for informational purposes to identify service compatibility and interoperability.

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Works with Claude, ChatGPT, Cursor, and more

The Model Context Protocol standardizes how applications expose capabilities to LLMs. Instead of operating in isolation, your AI gains direct access to external platforms, live data, and real-world actions through secure, standardized connections.

This server provides 11 capabilities that interface natively with Claude, ChatGPT, Cursor, and any MCP client. No middleware. No custom integration required.

Available Capabilities

get_friend_list get_game_schema get_global_achievement_percentages get_owned_games get_player_achievements get_player_badges get_player_bans get_player_profile get_recently_played_games get_steam_level get_user_game_stats

Manual scouting means checking three different tabs and copy-pasting names.

Today, if you want to audit a player's history, you have to jump between their profile page, the achievements tab, and then check external ban databases. You grab one piece of data—like 'Player X has 40 kills'—but you lose context because you haven't verified their account status or seen what else they are good at.

With this MCP server, your agent handles the whole workflow. It pulls `get_user_game_stats` for the kill count, runs `get_player_bans` to verify clean standing, and reports it all back in one go. You get a single, verified data packet—no copy-pasting required.

Using Steam Performance & Scouting Intelligence: Getting the full picture.

Instead of just pulling basic profile info with `get_player_profile` and stopping, you need to know if that player is actually active. You run `get_recently_played_games` first. If the list is thin or old, your deeper analysis using `get_user_game_stats` might be misleading.

The server forces a comprehensive approach. By linking recent activity to raw stats and checking integrity with `get_player_bans`, you get an accurate snapshot of who's playing *right now*, not just who played once two years ago.

Common Questions About Steam Scouting MCP

How do I check if a player is banned using get_player_bans? +

You run get_player_bans and provide the SteamID. The tool checks for active VAC, community, or trade bans, giving you immediate confirmation of their account integrity status.

Can I use get_user_game_stats to track performance across multiple games? +

No, get_user_game_stats requires a specific game ID. You should first use get_owned_games to list all titles and then run the stat tool for each one you want to analyze.

Does get_player_achievements tell me what other players have? +

No, get_player_achievements only shows your specific unlocks. To compare your achievement rarity against the general player base, you must use get_global_achievement_percentages.

What's the difference between get_player_profile and get_steam_level? +

get_player_profile provides a broad set of data (badges, general info). get_steam_level is highly specific; it just gives you the current numerical level of the account.

What do I need to run get_friend_list? +

The user profile must be public for get_friend_list to work. The tool retrieves your friend list only if Steam's API allows it based on privacy settings.

How do I use get_game_schema to see what stats are available for a title? +

It returns the complete blueprint of all possible in-game metrics and achievements. This means you get the exact structure needed before writing code, so you know precisely what data fields—like specific kill counts or objectives—the system can report.

What's the best way to run reports for many players using get_player_achievements? +

You should batch your requests and implement exponential backoff when calling this tool. Don't spam it; check the API rate limits first, then structure calls to handle throttling gracefully.

Can I use get_owned_games to help me run stats for multiple games? +

Yes, you must call get_owned_games first to retrieve a list of all game IDs. You then loop through those IDs, using each one individually in the get_user_game_stats tool to build a comprehensive report.

Can my AI automatically analyze technical stats for a specific game like Deadlock? +

Yes! By using tools like get_user_game_stats and get_game_schema, your agent can retrieve the full list of technical counters (souls, damage, objectives) recorded by the Steam backend for that specific title.

How do I check if a player has any active bans before inviting them to a tournament? +

Use the get_player_bans tool. Your agent will instantly retrieve the official status for VAC bans, community bans, and economy bans, ensuring the integrity of your competitive event.

Does the integration allow comparing performance between two different players? +

Yes. The get_user_game_stats action retrieves data for multiple SteamIDs and compiles a side-by-side comparison of their technical metrics, allowing the agent to identify who has higher efficiency in specific areas.

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