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, or any email address you can receive mail at.
- 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.
Two ways to sign in. Continue with Google, or have a 6-digit code emailed to you. Either lands you in the same PlaySuper account — but only if it is the same address, so use whichever one your existing studio belongs to. Signing in with a different address gives you a separate account, and the studio you already own will not be visible to it. If that happens, email enquiries@playsuper.club rather than onboarding a second studio, and we will merge them.
The PlaySuper console password is not one of the options here — the connector accepts Google or an emailed code, and nothing else.
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. These are the same Game API keys the console shows;
see API keys for how they map to the dev and production hosts.
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
My PlaySuper console password doesn't work. It isn't one of the options — the connector accepts Google or an emailed 6-digit code. Use the email path with the same address your console account uses.
The code never arrived. Check spam first. Codes expire after ten minutes, and there is a cap on how many we will send to one address in a day, so if you have been retrying, wait rather than requesting more.
I signed in and my studio is empty. You have signed in as a different identity from the one that owns your studio — usually signing in with Google under one address when the studio belongs to another. 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.
The connector and account questions go to enquiries@. For SDK, API or console problems outside the connector, write to engineering@playsuper.club as on the rest of this site.