openttd-server

OpenTTD server software for hosting OpenTTD multiplayer games. Provides a headless game server process configurable via command-line and/or config files (typical for game-server deployments).

Evaluated Apr 04, 2026 (27d ago)
Homepage ↗ Repo ↗ Infrastructure games open-source game-server multiplayer openttd
⚙ Agent Friendliness
28
/ 100
Can an agent use this?
🔒 Security
22
/ 100
Is it safe for agents?
⚡ Reliability
30
/ 100
Does it work consistently?

Score Breakdown

⚙ Agent Friendliness

MCP Quality
0
Documentation
20
Error Messages
0
Auth Simplicity
90
Rate Limits
0

🔒 Security

TLS Enforcement
10
Auth Strength
25
Scope Granularity
0
Dep. Hygiene
35
Secret Handling
40

Security properties are not documented in the provided context. As a self-hosted game server, transport security (TLS) is unlikely/unknown; rely on network controls (firewall/VPN) and keep server software updated. Auth appears to be non-API/player-access based rather than fine-grained scoped authorization.

⚡ Reliability

Uptime/SLA
0
Version Stability
45
Breaking Changes
45
Error Recovery
30
AF Security Reliability

Best When

You want to host OpenTTD multiplayer sessions and can manage server lifecycle (ports, firewall/NAT, configs) yourself.

Avoid When

You need REST/GraphQL/gRPC endpoints, managed auth, or documented API rate limits for client integrations.

Use Cases

  • Host a multiplayer OpenTTD game for LAN/Internet friends
  • Run tournament/custom OpenTTD scenarios and game servers
  • Provide a dedicated server deployment for communities/communicators using OpenTTD gameplay

Not For

  • Building a cloud-hosted API service for programmatic business workflows
  • Use cases requiring a web/API interface with structured request/response semantics
  • Applications needing first-class authentication/authorization for API consumers

Interface

REST API
No
GraphQL
No
gRPC
No
MCP Server
No
SDK
No
Webhooks
No

Authentication

OAuth: No Scopes: No

No API-style auth described. Multiplayer access is typically controlled by server settings (e.g., allowed clients/passwords) rather than OAuth/API-key scopes.

Pricing

Free tier: No
Requires CC: No

Self-hosted software; costs are infrastructure-related (hosting/VPS, bandwidth). No pricing model indicated.

Agent Metadata

Pagination
none
Idempotent
False
Retry Guidance
Not documented

Known Gotchas

  • Treat as a system service/CLI-driven game server rather than an API; an agent will likely need to manage process lifecycle and configs.
  • Networking (NAT/firewall/ports) is often the integration bottleneck, not HTTP request/response semantics.
  • Auth/account handling is game-level (server settings, player access), not OAuth/API-key flows.

Alternatives

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Scores are editorial opinions as of 2026-04-04.

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Packages Evaluated
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Need Evaluation
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