MCP server for controlling Lovense toys via the Lovense Cloud API. Runs on a home server, works from anywhere, lets your AI of choice take creative control.
Built with TypeScript, Bun, Hono, and the MCP SDK.
You (outside, Claude Desktop or any MCP client)
↕ HTTP/SSE — MCP transport
Your home server (NAS, VPS…)
↕ HTTPS — Lovense Server API
Lovense Cloud
↕ Push
Lovense Remote App (your phone, also outside)
↕ Bluetooth
Your toys
Why cloud and not LAN? The Lovense Remote app is on your phone, outside your home network — not on the same LAN as your server. The Lovense Server API (cloud relay) is therefore mandatory. Architecture fun, life complicated.
Why HTTP/SSE and not stdio? stdio requires the MCP server and the AI client to run on the same machine. Here the server is remote — hence HTTP/SSE transport.
- Bun installed on your server, you can use Node.js too.
- A Lovense developer account with a developer token
- The Lovense Remote app on your phone, logged in
- At least one Lovense toy (this one's on you)
- Your server must be publicly reachable (port forwarding, reverse proxy, etc.) so Lovense Cloud can send callbacks to it
Follow Lovense's official guide to:
- Register an application
- Get your developer token
- Set the callback URL to
https://your-server.example.com/callback
The callback URL is the part everyone forgets. Without it, your server never hears from Lovense and nothing works. Don't skip this.
git clone https://github.com/Gradleless/lovense-mcp
cd lovense-mcp
bun installcp env.example .envSee Configuration below for all variables.
# Development (watch mode, pretty logs)
bun run dev
# Production
bun run startThe server logs the setup URL on startup:
Setup page: http://localhost:3000/setup?token=your_token
Open the setup URL in a browser, scan the QR code with the Lovense Remote app. The app will call your /callback endpoint and register your toys. From this point on, the server receives periodic heartbeats (~every 10s) to track what's connected.
The QR code expires after 4 hours. Visit
/setupagain to get a new one.
Point any MCP-compatible client (Claude Desktop, Cursor, Zed, etc.) at https://your-server/mcp.
Note: MCP OAuth authentication is not implemented yet. Handle auth at the reverse proxy level instead (IP allowlist, VPN, etc.).
| Tool | Description |
|---|---|
get_qr |
Display the Lovense pairing QR code |
get_toys |
List connected toys and connection status |
play_action |
Single action: vibrate, rotate, thrust, etc. |
stroke_action |
Stroke + Thrusting for stroker toys (Solace, etc.) |
play_preset |
Built-in Lovense patterns (pulse, wave, fireworks, earthquake) |
play_pattern |
Looping intensity cycle with custom waypoints |
play_sequence |
Multi-phase timed sequence (A then B then C, non-looping) |
stop |
Emergency stop — halts everything immediately |
Your AI should always call get_toys first to check connectivity and see which actions each toy actually supports. You normally don't need to specify it.
Sending a Rotate command to a toy that only vibrates ends in disappointment for everyone.
Generates and displays the Lovense pairing QR code. Use this when get_toys returns no toys or lastSeenAt is null — the app isn't connected yet.
The user scans the QR code with the Lovense Remote app on their phone to establish the connection. After scanning, the server starts receiving heartbeats and toys become available.
No parameters. Returns the QR code as an image, plus a fallback URL if the image can't be displayed.
The QR code expires after 4 hours. Call
get_qragain to get a fresh one.
Returns the cached toy list from the last heartbeat. No API call to Lovense — just the server's in-memory state.
Output: { toys: [...], lastSeenAt: "ISO date or null" }
Each toy includes a features array listing its supported actions.
If lastSeenAt is null or more than 30 seconds old, the app is considered offline and any command will fail with a clear error message rather than silently doing nothing.
Single action for a given duration.
| Parameter | Type | Description |
|---|---|---|
type |
string | Action type (see table below) |
strength |
integer | Intensity (range depends on action) |
duration |
number | Seconds. 0 = indefinite, otherwise ≥ 1 |
toyId |
string? | Target a specific toy. Omit for all. |
Action types and ranges:
| Action | Range | Notes |
|---|---|---|
| Vibrate | 0–20 | |
| Rotate | 0–20 | |
| Thrusting | 0–20 | |
| Fingering | 0–20 | |
| Suction | 0–20 | |
| Oscillate | 0–20 | |
| All | 0–20 | Applies to all functions simultaneously |
| Pump | 0–3 | 3 levels only |
| Depth | 0–3 | 3 levels only |
For stroker toys (Solace, etc.) that support the Stroke action. Only use if get_toys shows "Stroke" in the toy's features — otherwise you're just wishing.
| Parameter | Type | Description |
|---|---|---|
strokeMin |
integer | Start position (0–100, 0 = fully retracted) |
strokeMax |
integer | End position (0–100, must be ≥ strokeMin + 20) |
thrustingStrength |
integer | Speed 0–20 |
duration |
number | Seconds. 0 = indefinite, otherwise ≥ 1 |
toyId |
string? | Target a specific toy. Omit for all. |
Amplitude guide: very light = 0–20, light = 0–30, medium = 0–50, fairly strong = 0–65, strong = 0–80, max = 0–100.
For variable-intensity stroking patterns over time, use play_pattern instead.
Plays a built-in Lovense pattern. Quick and easy when you don't want to think too hard.
| Parameter | Type | Description |
|---|---|---|
name |
string | pulse / wave / fireworks / earthquake |
duration |
number | Seconds. 0 = indefinite, otherwise ≥ 1 |
toyId |
string? | Target a specific toy. Omit for all. |
Plays a smooth looping intensity cycle. The actions array defines one cycle that repeats for durationSec seconds (or indefinitely if 0). The server samples the waypoints at fixed intervals (max 50 steps, min 100ms each) and sends them to the app as a Pattern command — the app loops through them.
| Parameter | Type | Description |
|---|---|---|
actions |
array | Cycle waypoints { ts, pos }, ordered by ascending ts |
durationSec |
number | Total run time in seconds. 0 = loop indefinitely until stop |
toyId |
string? | Target a specific toy. Omit for all. |
ts: timestamp in milliseconds from cycle start (max 30,000 = 30s per cycle)pos: intensity 0–100 (0 = off, 50 = medium, 100 = max)
The server interpolates linearly between waypoints when building the step sequence. For sharp transitions, place two points ~100ms apart.
For smooth looping: start and end the cycle at the same pos value (typically 0) so the loop restarts seamlessly.
Examples:
// Slow wave, loop forever
actions: [{ ts: 0, pos: 0 }, { ts: 3000, pos: 100 }, { ts: 6000, pos: 0 }]
durationSec: 0
// Ramp up over 5s then snap off, loop for 2 min
actions: [{ ts: 0, pos: 0 }, { ts: 5000, pos: 80 }, { ts: 5100, pos: 0 }]
durationSec: 120
// Fast pulse (on 500ms / off 500ms), 30s
actions: [{ ts: 0, pos: 100 }, { ts: 500, pos: 100 }, { ts: 600, pos: 0 }, { ts: 1000, pos: 0 }]
durationSec: 30
// Constant medium for 10s
actions: [{ ts: 0, pos: 50 }, { ts: 10000, pos: 50 }]
durationSec: 10Executes a timed multi-phase sequence of steps. Returns immediately — scheduling runs server-side. Use this (not play_pattern) when:
- Phases don't loop (A then B then C, done)
- You switch feature types between phases (e.g. Vibrate 10s → Thrusting 10s)
- You need multiple features at independent strengths simultaneously (e.g. Vibrate:15 + Rotate:8)
Each step has a duration (seconds) and either "Stop" or an array of simultaneous actions.
| Parameter | Type | Description |
|---|---|---|
steps |
array | Ordered list of { duration, actions } steps |
toyId |
string? | Target a specific toy. Omit for all. |
Returns { sequenceId, totalDuration }. Calling stop cancels any running sequence automatically.
Examples:
// Strong 5s → max 10s → pause 30s → medium 30s
[
{ duration: 5, actions: [{ type: "Vibrate", strength: 16 }] },
{ duration: 10, actions: [{ type: "Vibrate", strength: 20 }] },
{ duration: 30, actions: "Stop" },
{ duration: 30, actions: [{ type: "Vibrate", strength: 10 }] },
]
// Vibrate + Rotate simultaneously at different strengths
[{ duration: 10, actions: [{ type: "Vibrate", strength: 15 }, { type: "Rotate", strength: 8 }] }]
// Vibrate phase then switch to Thrusting
[
{ duration: 20, actions: [{ type: "Vibrate", strength: 13 }] },
{ duration: 20, actions: [{ type: "Thrusting", strength: 10 }] },
]
// Medium-amplitude thrust (Stroke toy): Stroke must always be paired with Thrusting
[{ duration: 10, actions: [{ type: "Stroke", min: 0, max: 50 }, { type: "Thrusting", strength: 10 }] }]Stops everything immediately. Cancels any running server-side sequence and sends a Function stop to the Lovense API, because when you want it to stop, you want it to stop.
| Parameter | Type | Description |
|---|---|---|
toyId |
string? | Target a specific toy. Omit for all. |
| Description | 0–20 | 0–3 | 0–100 |
|---|---|---|---|
| Very light | 3 | 1 | 15 |
| Light | 6 | 1 | 30 |
| Medium | 10 | 2 | 50 |
| Fairly strong | 13 | 2 | 65 |
| Strong | 16 | 3 | 80 |
| Max | 20 | 3 | 100 |
| Variable | Required | Default | Description |
|---|---|---|---|
LOVENSE_TOKEN |
✓ | — | Developer token from the Lovense portal |
LOVENSE_UID |
✓ | — | User identifier for your app |
LOVENSE_UNAME |
✓ | — | Display name shown in Lovense Remote |
LOVENSE_UTOKEN |
✓ | — | Arbitrary user token (any string you choose) |
SETUP_TOKEN |
✓ | — | Protects the /setup page |
MCP_PORT |
3000 |
Port the server listens on | |
NODE_ENV |
production |
development enables pretty logs and debug level |
|
LOG_LEVEL |
info |
trace / debug / info / warn / error / fatal |
Tokens are never logged. Not even by accident.
| Endpoint | Description |
|---|---|
GET /mcp |
MCP transport (used by your AI client) |
POST /callback |
Lovense heartbeat receiver |
GET /setup?token=xxx |
QR code setup page |
GET /health |
Health check → { ok: true } |
bun run dev # watch mode, pretty logs, NODE_ENV=development
bun run start # production
bun run typecheck # type check onlySet LOG_LEVEL=debug to see full request/response bodies and AppState dumps. LOG_LEVEL=trace for internals.
Honestly tested with actual hardware:
| Feature | Status |
|---|---|
play_action → Vibrate |
✅ Works |
play_pattern, play_sequence, play_preset |
✅ Works (vibration tested only) |
get_toys, stop, get_qr |
✅ Works |
play_action → Rotate, Pump, Thrusting, etc. |
🟡 Implemented per spec, untested |
stroke_action |
🟡 Implemented per spec, untested |
The untested tools are implemented exactly according to the Lovense Server API docs and should work fine. I just don't own the entire Lovense catalog — I'm doing my best here, I assure you. PRs with real-world test reports are genuinely welcome.
MIT