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Godot Agent Loop

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Evidence-first MCP automation loop with 167 tested tools for Godot 4

Quick Install

Automated & IDE Setup

Copy the AI prompt to install this server into Claude Code, Cursor, or another agent — or use 1-click editor setup below.

Add to CursorAdd to VS Code
Manual Client & Custom JSON ConfigExpand JSON â–¾

Client Config & Setup

Choose your client or environment
Target File:~/Library/Application Support/Claude/claude_desktop_config.json
claude_desktop_config.json
{
  "mcpServers": {
    "godot-agent-loop": {
      "command": "npx",
      "args": [
        "-y",
        "godot-agent-loop"
      ]
    }
  }
}

💡 Paste the JSON block into your client's configuration file under mcpServers, then restart the application.

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Documentation Overview

Godot Agent Loop

Build it. Play it. Prove it.

An MCP automation loop for Godot 4.

npm version Godot integration tests MCP Server Made with Godot MIT License

Other integrations give agents tools. Godot Agent Loop gives them a feedback loop to author, run, observe, playtest, and independently verify Godot games:

text
author → validate → run → observe → playtest → verify → refine

Watch the 65-second cold-agent demo

Agent-built game during play Win screen Lose screen

Watch the 65-second demo · Read the exact run evidence · Inspect the resulting project

Quickstart

Terminal
claude mcp add godot-agent-loop -- npx -y @beremaran/godot-agent-loop

Then point the agent at a project directory—or an empty directory—and describe the playable result. The default core surface is kept within the generated tool-surface budget. Use read-only godot_catalog to find and inspect a hidden capability, then godot_call to execute it. Runtime injection is transient; watched projects can use the optional persistent editor addon.

Using Cline, Cursor, or another MCP client? See Configuration.

Proof before claims

  • The evaluation guide documents the pinned conformance, Inspector, Inspect AI, real-client, scorer, baseline, and paired-comparison lanes, including exactly which agent and model each lane uses.
  • A retained representative real-Godot path is enforced in CI.
  • Historically, a cold agent demonstrated MCP-only operation by building and independently verifying a playable win/lose game with zero human corrections in under seven minutes, using 103 MCP calls and no built-in tools. That launch pre-dates the lean surface reduction, which deliberately removed file, scene-authoring, and project-settings tools whose work host editors and shells do better; see the launch evidence and the changelog.
  • Privileged reflection and code-execution groups are denied by default, and the editor provides a human Pause Agent control.

Support is deliberately bounded: Godot 4.7 is both the compatibility floor and the primary target. Editor attachment is verified on Linux CI and in a headed macOS 4.7.1 acceptance run; Windows retains the documented portable acceptance path but not an editor-UI claim. Full debugger automation, native extension builds, and unbounded engine control are not claimed. Details in the verified support boundary.

Highlights

  • A lean task-oriented core — the default surface advertises 16 tools that cover the whole loop: catalog and dispatch (godot_catalog, godot_call), lifecycle (run_project, stop_project), the editor session and compound scene transactions (editor_session, editor_transaction), observation (game_screenshot, game_get_scene_tree, game_get_ui, game_get_node_info, game_get_errors, game_get_logs), structured interaction and waiting (game_scenario, game_wait_until), and independent verification (run_project_tests, verify_project).
  • Everything else is one search away — 40 more tools remain callable through godot_catalog + godot_call: input primitives (mouse, keyboard, key-hold, drag, scroll, touch, gamepad), runtime reflection (privileged, opt-in), node and signal generics, observation extras (performance, visual regression, camera, audio), editor control, and ship tooling (export readiness, import pipeline, .NET, add-ons).
  • Author with your own file tools — coding agents edit .gd/.tscn/.tres/project.godot directly and validate them with run_project_tests or headless checks; with an editor attached, editor_transaction applies undoable compound scene edits through EditorUndoRedoManager.
  • Run and observe — launch the game, capture logs and errors incrementally, take screenshots, and run visual-regression comparisons with baselines, masks, and retained diffs.
  • Playtest like a player — mouse, keyboard, key-hold, drag, scroll, touch, and gamepad input against the running game, composed deterministically with game_scenario.
  • Verify independently — test runners for native/GUT/GdUnit4 (run_project_tests), bounded runtime evidence (verify_project), export checks (verify_export_readiness), and static integrity analysis (analyze_project_integrity).
  • Reach into the runtime — with reflection and code-execution opted in, inspect and manipulate any node, signal, or property through game_eval and the generic node tools.
  • Drive the editor — editor_session ensure discovers the matching project, editor_transaction applies reversible edits through EditorUndoRedoManager, and the Agent Activity dock replays the bounded correlated trace with a human Pause Agent lock.
  • .NET / C# support — inspect, restore, build, and run .NET projects with a Godot.NET.Sdk matched to your installed Godot via verify_dotnet_project.
  • Bounded by design — deterministic pagination and size caps on large responses, structured correlated diagnostics, and least-privilege security defaults.

Tool catalog

The full inventory—the 16 advertised core tools plus the hidden catalog of 40 more—lives in docs/tools.md.

Requirements

  • Godot Engine 4.7 or later
  • (Optional) .NET SDK 8.0+ and the Godot .NET (C#) build, only if you use verify_dotnet_project
  • Node.js >= 22.0.0 (active LTS)
  • An AI assistant that supports MCP (Claude Code, Cline, Cursor, etc.)

Godot compatibility policy

Development targets the latest stable Godot release. Godot 4.7 is the current compatibility floor and primary target, and CI covers that exact release. The floor may be raised when it blocks useful features or creates meaningful maintenance cost. In that case, the last compatible release remains available, and an older-version maintenance branch will be created only when user demand justifies maintaining it. Such a branch would receive critical fixes rather than new features.

Verified support boundary

AreaStatusEvidence or limitation
Linux headed (desktop or Xvfb), Godot 4.7Verified in CIRetained MCP E2E under Xvfb covers representative authoring, runtime, editor attachment, and teardown paths
GDScript project and running-game workflowsRepresentative coverage retainedScene creation, runtime mutation, process ownership, security, and editor discovery remain in the E2E smoke suite
Privileged runtime commandsOpt-in onlyDisabled by default; intended for trusted localhost development
Godot .NET/C#Scaffold, compile, and editor-load verificationGodot .NET 4.7 with .NET SDK 8
Linux exportsRelease/debug template export and smoke-run verificationGodot 4.7 installed templates; other targets are not claimed
Rendering and screenshotsA headed rendering context is requiredCompatibility and Forward+ on Linux software rendering; display-less sessions fail fast with desktop/Xvfb remediation
WindowsPortable acceptance verifiedGodot 4.7 process, Unicode path, runtime input, window query, and teardown workflows; editor UI, rendering, and exports are not claimed
macOSPortable acceptance and attached-editor workflow verifiedGodot 4.7.1 headed replay opens Godot normally, reconnects the MCP, authors and synchronizes without focus switching/manual reload, exercises undoable transactions, and cleans the discovery record; see the interactive acceptance record
Editor state and undo/redo bridgeVerified on Linux CI and headed macOS 4.7.1Protocol 2 uses private per-project discovery, EditorInterface, and EditorUndoRedoManager; Windows editor UI remains outside the claimed boundary
Full debugger controlNot claimedBreakpoints, stack inspection, and frame-local evaluation remain outside the supported boundary
Profiler, leak, asset, localization, and accessibility auditsVerified in MCP E2Egame_performance and analyze_project_integrity return bounded live/static evidence; native extension builds remain unsupported
GDExtension buildsNot claimedanalyze_project_integrity inspects declarations and libraries without invoking arbitrary native toolchains

Configuration

The quickstart npx command is all most setups need. The sections below cover other clients and a source checkout.

Interactive editor setup

Read the full README →View source on GitHub →

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Frequently Asked Questions about Godot Agent Loop

Add the following block to your claude_desktop_config.json under mcpServers: "mcpServers": { "godot-agent-loop": { "command": "npx", "args": ["-y", "Godot Agent Loop"] } }

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Technical Specs & Signals

Category💻Developer Tools
More technical detailsExpand â–¾
TransportSTDIO
RuntimeNode.js
Last updatedSep 7, 2026
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27Quality signal: Emerging · 27/100How this signal is calculated ▾
Server availabilityNot measured

Not scored for repo-hosted servers — we can't reach the running server, only its GitHub page. Hosted MCP endpoints are health-checked live.

Verified ownership8/20
Documentation & tools11/30
Adoption & activity1/15
Community engagement0/10

A guidance signal from public completeness & health data — not a user rating. New listings start lower and rise as they add docs, get verified, and grow adoption. Signals we can't observe for a listing are skipped, not counted against it.

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