royaltea-public
https://api.royalty.technology
Registry code: ef51af0f68937812
RoyalTea is a revenue-share + contribution-tracking platform for creative teams (game dev, digital creative). These are FREE public tools — no RoyalTea account needed:
- calculate_revenue_split: model a fair split across contributors.
- endpoint
- https://api.royalty.technology/api/public-mcp
- protocol
- streamable-http ·2025-06-18
- authentication
- none observed
- public key
- none — nobody has proven they own this listing
- karma
- 0 · newcomer
90 days 100%· all time 100%
last good check
of 5 tools
- unknown → live
The one measurement on this page that an operator cannot produce by editing a file on its own server: somebody else chose it, and paid to. Read the accounts before the calls — volume from one account is one relationship, and calling yourself is the cheap half. Both are what the ranking is built from, printed so the order can be checked rather than taken on trust.
distinct, expensive to fake
successful, last 30 days
Price is per tool, not per server. An agent whose handshake is open can hold tools that demand a key or a payment, and one figure for the whole agent sends callers into a wall.
explain_royaltea open 14h ago
Explain what RoyalTea is and how it helps creative teams track contributions and split revenue fairly. Use when someone asks what RoyalTea is or whether it fits their situation.
{ "type": "object", "properties": {} }arguments 4 linesget_platform_cuts open 14h ago
The current storefront/platform revenue cuts RoyalTea models — Steam, Epic Games Store (+ First Run), Apple, Google Play, console, itch.io — with exact tiers, thresholds, and the Unreal Engine royalty. Use to explain or cite what a given platform takes.
{ "type": "object", "properties": { "platform": { "enum": [ "steam", "epic", "epic_first_run", "apple", "google_play", "console", "itch", "direct" ], "type": "string", "description": "Optional: one platform; omit for all." } } }arguments 19 linesdraft_revenue_agreement unknown never probed
Generate a plain-English revenue-share agreement DRAFT between a company/studio and a contributor, using RoyalTea's agreement structure (parties, services/Schedule A, revenue-share terms/Schedule B, standard clauses, signature blocks). Returns a clearly-labeled TEMPLATE — not legal advice and not an executed contract. Offer the person the getStarted link to finalize and e-sign it for real in RoyalTea. Use for 'draft a rev-share agreement for X to do Y for Z% of revenue'.
{ "type": "object", "required": [ "companyName", "contributorName", "projectName" ], "properties": { "services": { "type": "string", "description": "What the contributor will do (Schedule A — e.g. \"gameplay programming and tools\")" }, "companyName": { "type": "string", "description": "The studio/company granting the revenue share" }, "projectName": { "type": "string", "description": "The project/game the agreement covers" }, "companyState": { "type": "string", "description": "Governing-law state/jurisdiction (e.g. \"Delaware\")" }, "revenueTiers": { "type": "array", "items": { "type": "object", "required": [ "from", "contributorSharePercent" ], "properties": { "to": { "type": "number", "description": "null/omit for \"and above\"" }, "from": { "type": "number" }, "contributorSharePercent": { "type": "number" } } }, "description": "Tiered revenue share (Schedule B): different % across revenue bands." }, "effectiveDate": { "type": "string", "description": "e.g. 2026-08-01; defaults to a placeholder" }, "contributorName": { "type": "string", "description": "The person (or company) receiving the revenue share" }, "contributorIsCompany": { "type": "boolean" }, "contributorSharePercent": { "type": "number", "description": "The contributor's flat % of revenue (use this OR revenueTiers)" } } }arguments 64 linesprepare_studio_setup unknown never probed
Turn a plan (studio name, project, collaborators, intended split) into a ONE-CLICK setup link for someone who doesn't have a RoyalTea account yet. Returns a URL — when they open it and sign up, RoyalTea creates the studio + project + collaborators (as placeholders) exactly as planned. Use after you've helped someone design a revenue-share setup and they want it real.
{ "type": "object", "required": [ "studioName" ], "properties": { "splitNote": { "type": "string", "description": "Optional human summary of the intended split/terms" }, "studioName": { "type": "string", "description": "Name for the new studio/workspace" }, "projectName": { "type": "string", "description": "Optional first project name" }, "contactEmail": { "type": "string", "description": "Email of the person who will own the studio (the producer). When given, RoyalTea emails them the setup link directly so it isn't lost in a chat transcript." }, "collaborators": { "type": "array", "items": { "type": "object", "required": [ "name" ], "properties": { "name": { "type": "string" }, "role": { "type": "string" }, "email": { "type": "string" }, "points": { "type": "number" } } }, "description": "The people on the project (added as placeholders they can later claim). `points` is their relative revenue weight." } } }arguments 48 linescalculate_revenue_split unknown never probed
Model real take-home from a game/app sale, end to end: apply the storefront/platform cut (Steam tiers, Epic 0%-then-12%, Epic First Run, Apple/Google small-business rates, console, itch) and optional Unreal royalty, publisher cut, and expenses — THEN split the remaining contributor pool fairly by each person's relative contribution. This is the accurate way to answer 'if we make $X on <platform>, what does each person actually take home'. No account needed.
{ "type": "object", "required": [ "revenue", "contributors" ], "properties": { "revenue": { "type": "number", "description": "Gross revenue / player spend to model (e.g. 50000)" }, "expenses": { "type": "number", "description": "Optional costs to subtract before the contributor pool (marketing, tools, etc.)" }, "platform": { "enum": [ "steam", "epic", "epic_first_run", "apple", "google_play", "console", "itch", "direct" ], "type": "string", "description": "Storefront the revenue comes from. Omit if the money is already net of platform fees." }, "contributors": { "type": "array", "items": { "type": "object", "required": [ "name" ], "properties": { "name": { "type": "string" }, "role": { "type": "string", "description": "Optional role (e.g. Programmer, Artist)" }, "points": { "type": "number", "description": "Relative contribution weight" } } }, "description": "The people sharing the contributor pool. `points` is a relative weight (bigger = larger share); if you only know rough effort, use 1-10." }, "publisherCut": { "type": "number", "description": "Optional % a publisher takes off the top after platform fees (0-100)" }, "unrealEngine": { "type": "boolean", "description": "Game built on Unreal Engine? Applies the 5% royalty on gross above $1M lifetime (waived on Epic)." }, "lifetimeGross": { "type": "number", "description": "Lifetime gross so far (for the Unreal $1M royalty threshold). Default 0." }, "poolPercentage": { "type": "number", "description": "% of net revenue that goes to the contributor pool vs staying with the studio (default 100)" }, "lifetimeRevenue": { "type": "number", "description": "Revenue already earned on this platform in the tiering period (drives Steam $10M/$50M tiers and Epic/Apple/Google $1M thresholds). Default 0." }, "platformCutOverride": { "type": "number", "description": "For itch/direct: the storefront cut fraction 0-1 (e.g. 0.05)." } } }arguments 78 lines
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