Godot MCP vs Speedrun
A side-by-side look at the Godot MCP and Speedrun MCP servers: transport, auth, tools, quality signals, and the config to install either one in Claude, Cursor, Windsurf or VS Code.
Verdict: choose Godot MCP for gaming work as a local process; choose Speedrun for gaming as a local process. You can also run both side by side in one mcpServers block.
Which MCP server should you choose?
Choose Godot MCP when
- You need dedicated capabilities in the Gaming domain.
- You prefer a local stdio subprocess transport.
- Its auth model fits you: No auth required.
- You want tools like
godot_scene, godot_node_read, godot_node_edit.
Choose Speedrun when
- You need dedicated capabilities in the Gaming domain.
- You prefer a local stdio subprocess transport.
- You want tools like
search_games, get_categories, get_leaderboard.
Feature & specification comparison
Rows where the two servers differ are marked.
| Spec | ||
|---|---|---|
| Category | Gaming | Gaming |
| Quality signal | 69/100 · Great | 53/100 · Good |
| Install command | Confirmed | Confirmed |
| Transport | Local subprocess (stdio) | Local subprocess (stdio) |
| Auth | No auth required | Not declared |
| Pricing | Free | Not declared |
| Required env vars | None listed | None listed |
| Verified owner | Community listing | Community listing |
| GitHub stars | 179 | 0 |
| Directory activity | 3 views 0 installs 0 upvotes | 1 views 0 installs 0 upvotes |
| Tools | 21 | 4 |
| Full listing | View Godot MCP | View Speedrun |
Tools & capabilities
Godot MCP tools 21
godot_sceneManage scenes in the editor: open a scene, save the open scene, or reload an open scene from disk after you edit its .tscn directly (so the editor picks up the change without a full restart). To create a new scene, write the .tscn file directly — header [gd_scene format=3] without a uid (the editor assigns one when it imports the file), then one [node name="X" type="Node2D"] block per node — and open it with this tool.godot_node_readInspect scene nodes in the editor: read a node's effective properties (including class defaults a .tscn read cannot show), view the full scene tree as the editor sees it (including children inside instanced sub-scenes), and find nodes by name or type. Use it to discover node paths and verify the live state of the open scene before or after making changes. It cannot modify anything; to update properties or reparent a node, use godot_node_edit.godot_node_editModify scene nodes in the editor: update a node's properties, or reparent it (the editor rewrites child paths and signal connections correctly; hand-editing .tscn for a reparent does not). Use it to change existing nodes in the open scene. To inspect properties, the scene tree, or search for nodes, use godot_node_read; to add or remove nodes, or attach scripts and connect signals, edit the .tscn file directly, then verify with godot_node_read's get_scene_tree.godot_editor_readObserve the editor and running game: get editor state (open scene, play state, camera, viewport), read the current node selection, pull editor log messages (with an incremental cursor) and stack traces, and capture lossless PNG screenshots of the running game or an editor viewport. Reach for it to check what the editor sees before and after a change; screenshot_game needs a running game, while every other action works in the bare editor. It changes nothing - to select nodes, run/stop/restart, or move the 2D viewport use godot_editor_edit; errors from the running game (not the editor process) come via minimal-godot-mcp's get_console_output when that companion server is installed.godot_editor_editDrive the editor: select a node, run or stop the project, restart the editor, rescan the filesystem to import assets written outside the editor, and center/zoom the 2D viewport. Use run with frozen=true as the deterministic-playtest entry point (game time holds at frame 0 until godot_game_time steps or thaws it). To test edited gameplay scripts just stop then run — the launched game loads .gd/.tscn fresh from disk; reserve restart for EDITOR-side staleness (edited @tool/addon code, a stale project.godot, or a cached .gdshader). For observation only (state, selection, logs, screenshots) use godot_editor_read instead; restart does not start a cold editor, so one must already be running.godot_projectRead project-level data from the editor: name, path, Godot version, and main scene (get_info), plus project settings including input mappings (get_settings). After editing project.godot as a file, use check_stale to detect whether the editor is still running stale autoloads or input map from before the edit; restart via godot_editor_edit to reload. Use addon_status to diagnose addon/server version skew when commands misbehave or the connection drops; it also reports whether the running server build is stale relative to its source checkout. For scene contents or node properties, use godot_node_read instead.godot_animation_readInspect animation data on AnimationPlayer nodes in the editor: list players in the scene, read a player's state and libraries, get an animation's tracks and properties, and read a track's keyframes. Reach for it to verify what the editor actually loaded, including after editing animation resources by hand. It changes and previews nothing; use godot_animation_edit to create, modify, or play animations.godot_animation_editCreate and modify animations on an AnimationPlayer and preview them in the editor: create, delete, or update animations, add and remove tracks and keyframes, backfill RESET keys for existing tracks (create_reset_keys), and play, stop, or seek the editor's preview (playback controls the editor, not the running game). Pair each change with an immediate play or seek to check the result; this is the only way to verify animation feel without running the whole game. To inspect animation data without changing it, use godot_animation_read.godot_tilemap_readInspect TileMapLayer data in the open scene: list layers, get layer and TileSet info, read used cells, a single cell, or a rectangular region, and convert between local positions and map coordinates. Use it whenever you need to know what tiles are placed where; cell data is stored base64-encoded in the .tscn, so reading the file is not an alternative. To place, erase, or clear tiles, use godot_tilemap_edit instead.godot_tilemap_editModify TileMapLayer cells in the open scene: set a single cell, erase a cell, clear a whole layer, or set many cells in one batch. Use it to paint or remove tiles; cell data is stored base64-encoded in the .tscn, so editing the file is not an alternative, and set_cells_batch beats repeated set_cell calls for anything beyond a few tiles. To inspect layers, TileSets, or existing cells without changing anything, use godot_tilemap_read.godot_gridmap_readInspect GridMap data in the open scene: list GridMap nodes, get map and MeshLibrary info, and read used cells, a single cell, or every cell using a given item. Use it whenever you need to know which mesh items occupy which 3D grid cells; cell data is stored base64-encoded in the .tscn, so reading the file is not an alternative. To place or clear cells, use godot_gridmap_edit instead.godot_gridmap_editModify GridMap cells in the open scene: set a single cell to a MeshLibrary item with an orientation, clear a cell, clear the whole map, or set many cells in one batch. Use it to build or remove 3D grid content; cell data is stored base64-encoded in the .tscn, so editing the file is not an alternative, and set_cells_batch beats repeated set_cell calls for anything beyond a few cells. To inspect the map, its MeshLibrary, or existing cells without changing anything, use godot_gridmap_read.- +9 more on the listing page
Speedrun tools 4
search_gamesSearch the Speedrun.com database for games by name. Returns matching games with their ID (needed for get_categories and get_leaderboard), abbreviation, release year, and weblink. Example: search_games({ query: "super mario 64", max: 5 })get_categoriesList the run categories for a game (e.g. "Any%", "100%", "Glitchless"). Use the game ID from search_games. Each category has an ID needed to fetch a leaderboard via get_leaderboard. Example: get_categories({ game_id: "o1y9wo6q" })get_leaderboardFetch the world-record / top-N leaderboard for a specific game category. Returns ranked runs with finish times (ISO-8601 duration plus seconds), run date, players, and weblink. Get game_id from search_games and category_id from get_categories. Example: get_leaderboard({ game_id: "o1y9wo6q", categor…find_userLook up a speedrunner by username. Returns matching users with their ID, display name, and profile weblink. Example: find_user({ name: "cheese05" })
Ready-to-paste client configs
Paste either block (or both) into your client config, e.g. claude_desktop_config.json or ~/.cursor/mcp.json. We only show a config when the install command is confirmed.
Godot MCP
{
"mcpServers": {
"godot-mcp-2": {
"command": "npx",
"args": [
"-y",
"@satelliteoflove/godot-mcp"
]
}
}
}
Speedrun
{
"mcpServers": {
"speedrun": {
"command": "npx",
"args": [
"-y",
"@pipeworx/mcp-speedrun"
]
}
}
}
Frequently asked questions
Godot MCP is categorized under Gaming and uses a local stdio subprocess. Speedrun belongs to Gaming and uses a local stdio subprocess. Pick Godot MCP for gaming work and Speedrun for gaming.
Copy the mcpServers block from the config section on this page into your client's config (for example claude_desktop_config.json or ~/.cursor/mcp.json), then fully restart the client.
Godot MCP is listed as free. Auth: no auth required. Speedrun has no declared pricing — check the project's own site. If a server needs environment variables such as API keys, define them under the env key in your client's MCP config.
Yes. MCP clients support multiple servers: add godot-mcp-2 and speedrun as separate keys in the same mcpServers object, and your assistant will call tools from either one.
On AllMCPs, Godot MCP has a quality signal of 69/100 (Great) with 3 views, 0 installs and 179 GitHub stars. Speedrun has 53/100 (Good) with 1 views, 0 installs and 0 GitHub stars.