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clockworklabs/spacetimedb in Claude Code: what is actually inside

By Flowy · Updated 2026-08-28

clockworklabs/spacetimedb is the Claude Code plugin for the SpacetimeDB database project. It indexes 11 skills: four server module SDKs (C++, C#, Rust, TypeScript), two general client SDKs (C#, TypeScript), two game engine clients (Unity, Unreal), a CLI reference, and an architecture guide, plus one MCP server for querying and updating a live database directly.

What Flowy indexes in clockworklabs/spacetimedb

clockworklabs/spacetimedb is the repository behind SpacetimeDB, a database that developers extend by writing their own backend logic directly into it. The project's own tagline calls it "development at the speed of light," and it carries 25,081 GitHub stars. Flowy's crawler found 12 components built for Claude Code inside the repository: one MCP server and 11 skills. The skills split into three jobs: writing the module that runs inside the database, connecting a client to it, and running the CLI or a live database once it exists.

Writing the module: four server SDKs

Four skills cover the backend half of a SpacetimeDB project, the module code that runs inside the database itself: cpp-server, csharp-server, rust-server, and typescript-server. Each is a language-specific SDK reference for the same job, and their descriptions repeat the same three nouns every time: tables, reducers, and module logic. Tables hold the schema, and a reducer is the function that changes what is in them. Pick whichever one matches the language the module is written in: C++, C#, Rust, or TypeScript.

Connecting a client: two general SDKs and two game engines

Once a module is running, something needs to connect to it. csharp-client covers C# clients, described as fitting a console app, a desktop app, or any .NET app. typescript-client covers TypeScript and React clients on the web. unity and unreal cover the two game engines this plugin ships dedicated skills for: unity integrates SpacetimeDB into a Unity project's MonoBehaviour lifecycle, FrameTick, and PlayerPrefs token persistence, and unreal is the Unreal Engine client SDK reference. Four skills, four different runtimes, one database underneath all of them.

Running it: cli, concepts, and the live mcp connection

Three more skills round out the set, and none of them write module code. cli is the command reference for initializing a project, building a module, publishing a database, querying data, and managing servers. concepts is for learning SpacetimeDB's architecture or making an architectural decision before writing any code. mcp is the odd one out: it explains how to operate a running database through MCP tools instead of the CLI, listing databases, reading schemas, running SQL, and calling reducers against a live database.

That mcp skill is also the one paired with the plugin's single MCP server, named spacetimedb. The fact pack Flowy indexed carries no separate one-line description for the server component itself, only for the skill that explains how to use it, so that pairing is the most specific claim this guide can make about it: a live counterpart to cli and mcp, exposing the same kind of operation, listing databases, reading schemas, running SQL, calling reducers, as callable tools instead of typed commands.

Who this is actually useful for

If you are building the backend of a SpacetimeDB project, the four server skills are the reason to install this plugin, matched to whichever language the module is written in. If you are only building a client against a database someone else runs, csharp-client, typescript-client, unity, and unreal cover that without needing any of the server skills. cli and concepts are useful to almost anyone starting a new project, and mcp, together with the spacetimedb MCP server it pairs with, is for anyone who wants to inspect or change data in a running database from inside an agent instead of switching to a terminal.

How do I install it

Install from the listing page linked at the top of this guide. Flowy indexes what clockworklabs/spacetimedb ships here. It does not own, bundle, or modify any of it: all 12 components stay on their author's releases in the source repository, and install from there.

Common questions

What is the SpacetimeDB plugin for Claude Code?
It is the set of Claude Code components clockworklabs/spacetimedb ships in its own repository: one MCP server and 11 skills. The skills cover writing a SpacetimeDB module's backend code in C++, C#, Rust, or TypeScript, connecting a client in C#, TypeScript, Unity, or Unreal, using the CLI, and learning the project's architecture. The MCP server lets an agent operate a running database directly instead of through the terminal.
Which languages can I write a SpacetimeDB server module in?
Four, based on the skills this plugin indexes: C++, C#, Rust, and TypeScript, each with its own server module SDK reference skill. All four cover the same job, defining tables and reducers inside a module, just for a different language. There is no server module skill for any language beyond those four.
Does this plugin help with Unity or Unreal game development?
Yes. There is a dedicated skill for each engine. The Unity skill covers integrating SpacetimeDB into a Unity project's MonoBehaviour lifecycle, FrameTick, and PlayerPrefs token persistence, and the Unreal skill is a client SDK reference for Unreal Engine. Both sit alongside two general purpose client skills for C# and TypeScript, so a client does not have to be built inside a game engine at all.
What can the SpacetimeDB MCP server do?
Its own paired skill describes operating a running SpacetimeDB database through MCP tools instead of the CLI: listing databases, reading schemas, running SQL, and calling reducers. It fires when the connected client exposes SpacetimeDB's MCP tools and the task is to inspect or change data in a live database. The fact pack Flowy indexed does not carry a separate description for the server component beyond that pairing.
How do I install the SpacetimeDB plugin?
Install it from the listing page linked at the top of this guide, which derives the real install command from Flowy's own listing data. Flowy indexes what clockworklabs/spacetimedb publishes; it does not own, bundle, or modify any of the 12 components, so everything stays on the author's releases in the source repository.