A side-by-side look at the Godot MCP and Gopeak 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; choose Gopeak for gaming as a local process. You can also run both side by side in one mcpServers block.
ping, rql-query, rql-mutate.GODOT_PATH, GOPEAK_TOOL_PROFILE, MCP_TOOL_PROFILE.tool-catalog, project-list, project-info.Rows where the two servers differ are marked.
| Spec | G Godot MCP | |
|---|---|---|
| Category | Gaming | Gaming |
| Quality signal | 55/100 · Good | 63/100 · Good |
| Install command | Not confirmed yet | Confirmed |
| Transport | — | Local subprocess (stdio) |
| Auth | No auth required | No auth required |
| Pricing | Not declared | Free |
| Required env vars | None listed | GODOT_PATHGOPEAK_TOOL_PROFILEMCP_TOOL_PROFILE |
| Verified owner | Community listing | Community listing |
| GitHub stars | 300 | 267 |
| Directory activity | 0 views 0 installs 0 upvotes | 1 views 0 installs 0 upvotes |
| Tools | 23 | 33 |
| Full listing | View Godot MCP | View Gopeak |
pingLightweight readiness probe; echoes a message back, or returns `pong`. A **System tool**: call itrql-queryRead-only RQL query, compact rows: `nodes | where class == "OmniLight3D" | select name props["light_energy"]`.rql-mutateRQL query ending with `set` / `call`: `nodes | where name starts-with "Enemy" | set Visible = false`,rql-schemaThe sources, functions and node classes in the edited scene; with a type name its members,script-readRead a `.cs` / `.gd` script file.script-createCreate a new script file.script-updateUpdate an existing script file's contents.script-deleteDelete a script file.script-attach-to-nodeAttach a script to a node.script-validateValidate GDScript (.gd) files and return structured parse/compile diagnostics.script-executeCompile and run C# in the editor (Roslyn, via [Code-Exec](https://github.com/IvanMurzak/Code-Exec)):screenshot-viewportCapture the editor viewport as a PNG.tool-catalog[compact alias of tool_catalog] Discover available tools including hidden legacy tools. Use query to search by capability keywords. Results include group categorization (core/dynamic). Matching dynamic groups are auto-activated and become available immediately. Core groups (always visible): core_meta, core_project, core_editor, core_scene, core_script, core_class, core_signal, core_resource, core_export, core_runtime, core_visualizer, core_diagnostics. Dynamic groups (on-demand): scene_advanced, uid, import_export, autoload, signal, runtime, resource, animation, plugin, input, tilemap, audio, navigation, theme_ui, asset_store, testing, dx_tools, intent_tracking, class_advanced, lsp, dap, version_gate.project-list[compact alias of list_projects] Scans a directory for Godot projects (folders containing project.godot). Use to discover projects before using other tools. Returns array of {path, name}.project-info[compact alias of get_project_info] Returns metadata about a Godot project including name, version, main scene, autoloads, and directory structure. Use to understand project before modifying. Requires valid project.godot.project-search[compact alias of search_project] Searches for text or regex patterns across project files. Use to find function usages, variable references, or TODOs. Returns file paths and line numbers.project-setting-get[compact alias of get_project_setting] Reads a value from project.godot settings. Use to check game name, window size, physics settings, etc.project-setting-set[compact alias of set_project_setting] Writes a value to project.godot settings. Use to configure game name, window size, physics, etc.editor-launch[compact alias of launch_editor] Opens the Godot editor GUI for a project. Use when visual inspection or manual editing of scenes/scripts is needed. Opens a new window on the host system. Requires: project directory with project.godot file.editor-run[compact alias of run_project] Launches a Godot project in a new window and captures output. Use to test gameplay or verify script behavior. Runs until stop_project is called. Use get_debug_output to retrieve logs.editor-stop[compact alias of stop_project] Terminates the currently running Godot project process. Use to stop a project started with run_project. No effect if no project is running.editor-debug-output[compact alias of get_debug_output] Retrieves console output and errors from the currently running Godot project. Use after run_project to check logs, errors, and print statements. Returns empty if no project is running.editor-status[compact alias of get_editor_status] Returns the connection status of the Godot Editor Plugin bridge. Use to check if the editor is connected before using scene/resource tools that require the editor plugin.editor-version[compact alias of get_godot_version] Returns the installed Godot engine version string. Use to check compatibility (e.g., Godot 4.4+ features like UID). Returns version like "4.3.stable" or "4.4.dev".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.
No confirmed install command for Godot MCP yet — follow the setup steps linked from its listing page rather than a guessed package name.
{
"mcpServers": {
"gopeak": {
"command": "npx",
"args": [
"-y",
"gopeak"
],
"env": {
"GODOT_PATH": "YOUR_GODOT_PATH_HERE",
"GOPEAK_TOOL_PROFILE": "YOUR_GOPEAK_TOOL_PROFILE_HERE",
"MCP_TOOL_PROFILE": "YOUR_MCP_TOOL_PROFILE_HERE"
}
}
}
}