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PlaySuper for Claude

Set up PlaySuper rewards in your game from a conversation — onboarding, reward placement, and Unity integration, without leaving Claude

The PlaySuper connector lets you do the whole integration inside Claude: create your studio, decide where rewards belong on your screens, and get the Unity code as a pull request you review.

You install nothing. The connector is hosted by PlaySuper, and everything it needs — the SDK playbook, your credentials, your game's configuration — it fetches for you.

What you need

  • A Google account. Signing in to the connector is Google-only — see below.
  • Claude, on any surface that supports connectors (claude.ai, the desktop app, or Claude Code).
  • A Unity game. The connector reads Unity projects; other engines are not supported yet.

You do not need an existing PlaySuper account. If you don't have one, the connector creates your studio during onboarding.

Connect it

Add the connector at https://mcp.playsuper.ai/mcp.

In claude.ai, open Settings → Connectors → Add custom connector, paste that URL, and sign in when prompted. Claude handles the rest of the authorisation.

Sign-in is with Google. The connector supports Google sign-in only — the email and password you may already use for the PlaySuper console will not work here, and there is no option to switch. If your PlaySuper account was created with an email address that is also a Google account, sign in with Google using that same address and you will land in the studio you already have.

If your PlaySuper account uses an email address that is not a Google account, sign in with Google anyway: you will get a separate PlaySuper account, and the studio you already own will not be visible to it. Email enquiries@playsuper.club and we will merge them.

The connector uses OAuth. It never asks you to paste an API key into a chat, and PlaySuper never sees your Claude conversations.

What you can do with it

Ask for what you want in plain language — "open playsuper", "integrate playsuper", "add rewards to my game". The connector opens the PlaySuper Studio card inside the conversation, which walks through the journey a step at a time.

1. Onboard your studio

The first run creates your studio, your game, your reward coin, and your API key. If your studio already exists, the connector finds it and skips straight to your games.

2. Integrate the SDK

Connect your game's GitHub repository and Claude does the work in the conversation: it reads your project, finds where your game already grants its own currency, mirrors those grants one-for-one, and opens a pull request you review before merging.

If you'd rather not connect a repository, run integrate playsuper in Claude Code inside your Unity project instead. Same playbook, same result, different access.

Nothing is merged for you. The connector only ever writes to branches it creates, prefixed playsuper/, and never to your default branch. The pull request is yours to review, change, or close.

3. Upload your game screens

Add a screenshot of each screen where a reward might belong. No naming, no labelling — the placement model reads the images.

4. Let the model place rewards

One click. For each screen, PlaySuper's placement model decides where a reward entry point belongs, renders the widget artwork for that spot, and shows it to you composited onto your own screen. It takes a few minutes per screen; you can close the card and come back.

5. Approve what you like

Accept or reject each placement. Accepting puts it live — there's nothing further to fill in, because the model has already produced the artwork and the position.

Screenshots you upload and the placements you accept or reject are used to improve PlaySuper's placement model. See the privacy policy for what that means.

6. Put them in your game

Ask Claude to integrate your touchpoints. It generates one renderer per touchpoint, positions each from the placement you approved, and opens another pull request. The generated code fetches your touchpoints live at runtime, so changing a touchpoint's configuration later changes what players see without another build.

Test and live keys

A new game gets a test key (ps_test_…), which is what you integrate with. It does everything except open the rewards store.

Your live key (ps_live_…) is issued once your integration is proven — the SDK has authenticated from a real build, and a touchpoint has rendered in your running game. Swap it into your bootstrap and the store opens.

Changing the key is an identity change, not a one-line edit. A device that logged in under your test key holds a session for it, so bind the stored player id to the key you're initializing with and reset when it changes — otherwise the store opens unauthenticated and looks broken. The connector's generated bootstrap does this for you.

What the connector can see

  • Your PlaySuper account: id, email, name.
  • Your studio's data: games, coins, API keys, and the screenshots you upload.
  • Repositories you explicitly grant to the PlaySuper GitHub App — and only those.
  • Analytics for the property you select, if you connect Google Analytics or Firebase.

It cannot see your Claude conversations, your chat history, or any file outside a repository you connected. Disconnecting the connector, uninstalling the GitHub App, or disconnecting analytics each revoke that access immediately.

Troubleshooting

I can't sign in with my PlaySuper email and password. You can't — the connector accepts Google sign-in only. Use the Google account matching your PlaySuper email, or see the note above if that email isn't a Google account.

I signed in and my studio is empty. You have signed in as a different identity from the one that owns your studio, which happens when your PlaySuper account was created with a non-Google email. Email enquiries@playsuper.club rather than onboarding a second studio.

The Studio card scrolled away. Ask Claude to open PlaySuper again — a fresh card reads your current state and opens on the step you're on.

The store doesn't open in my build. You're almost certainly on a test key. Check the key in your bootstrap: ps_test_ is a test key and will not open the store.

Claude says there's nothing to integrate. Your game has no live touchpoint yet. Finish the approval step first — a touchpoint has to be live before there's anything for the SDK to fetch.

A generated pull request doesn't compile. The connector cannot build your project, so open it in Unity once before merging. Report anything that breaks to enquiries@playsuper.club.

Getting help

Email enquiries@playsuper.club, or ask Claude — the connector can explain any step of the journey while you're in it.