A side-by-side look at the Gopeak and Godotlens MCP MCP servers: transport, auth, tools, quality signals, and the config to install either one in Claude, Cursor, Windsurf or VS Code.
Verdict: choose Gopeak for gaming work as a local process; choose Godotlens MCP for gaming as a local process. You can also run both side by side in one mcpServers block.
GODOT_PATH, GOPEAK_TOOL_PROFILE, MCP_TOOL_PROFILE.tool-catalog, project-list, project-info.gdscript_status, gdscript_definition, gdscript_references.Rows where the two servers differ are marked.
| Spec | ||
|---|---|---|
| Category | Gaming | Gaming |
| Quality signal | 63/100 · Good | 61/100 · Good |
| Install command | Confirmed | Confirmed |
| Transport | Local subprocess (stdio) | Local subprocess (stdio) |
| Auth | No auth required | No auth required |
| Pricing | Free | Free |
| Required env vars | GODOT_PATHGOPEAK_TOOL_PROFILEMCP_TOOL_PROFILE | None listed |
| Verified owner | Community listing | Community listing |
| GitHub stars | 267 | 10 |
| Directory activity | 1 views 0 installs 0 upvotes | 3 views 0 installs 0 upvotes |
| Tools | 33 | 33 |
| Full listing | View Gopeak | View Godotlens MCP |
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".gdscript_statusCheck connection status to the Godot LSP server. Returns: connection status, host, and port. Use this to verify Godot editor is running before using other tools. If disconnected, start Godot editor with your project open.gdscript_definitionNavigate to the definition of a symbol at a given position. Returns: file path and line number where the symbol is defined. IMPORTANT: Uses ZERO-BASED coordinates (editor line 1 = pass line 0). Use when you need to find where a function, variable, or class is defined.gdscript_referencesFind all references to a symbol across the entire project. Returns: list of locations (file, line, character) where the symbol is used. IMPORTANT: Uses ZERO-BASED coordinates. Essential for impact analysis before refactoring: 'What code uses this symbol?'gdscript_hoverGet type information and documentation for a symbol at a given position. Returns: type signature, documentation string, or description of the symbol. IMPORTANT: Uses ZERO-BASED coordinates. Use to understand what type a variable is, or what a function returns.gdscript_symbolsList all symbols (classes, functions, variables, signals, enums) in a file. Returns: symbol tree with name, kind, and line number for each symbol. Use to understand the structure of a file before making changes. WORKFLOW: gdscript_symbols to explore, then gdscript_hover or gdscript_definition for details.gdscript_signature_helpGet function signature and parameter information at a call site. Returns: function name, parameters with types, and return type. IMPORTANT: Uses ZERO-BASED coordinates. Use when you need to know the correct parameters for a function call.gdscript_renameRename a symbol across all files in the project. Returns: workspace edit with all changes needed. IMPORTANT: Uses ZERO-BASED coordinates. WORKFLOW: (1) gdscript_references to preview impact, (2) gdscript_rename to rename, (3) gdscript_sync_files to refresh LSP state.gdscript_sync_fileNotify Godot's LSP that a file was modified and get updated diagnostics. Returns: diagnostics (errors/warnings) for the synced file. WHEN TO CALL: After using Edit/Write tools to modify a .gd file. The LSP does not watch files, so you must call this to refresh analysis. Optionally pass content directly to avoid reading from disk.gdscript_sync_filesBatch sync multiple modified files with Godot's LSP. Returns: diagnostics for all synced files. WHEN TO CALL: After modifying multiple .gd files with Edit/Write tools. More efficient than calling gdscript_sync_file repeatedly. Reads content from disk for all specified files.gdscript_release_fileRelease a file from the LSP session, so Godot stops serving the copy this session opened and reads from disk again. Returns: whether the file was open, and what was actually done. WHEN TO CALL: after deleting a .gd file, or when you want the LSP to forget content you synced earlier. NOTE: Godot removed its file-deletion notification in 4.6, so this cannot purge project-wide state; that clears when the editor rescans.gdscript_symbols_batchGet symbols from multiple files in a single call. Returns: map of file path to symbol tree for each file. More efficient than calling gdscript_symbols repeatedly. Use to understand the structure of multiple files at once.gdscript_definitions_batchGet definitions for multiple symbol positions in a single call. Returns: list of definition locations for each position. IMPORTANT: Uses ZERO-BASED coordinates. More efficient than calling gdscript_definition repeatedly.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.
{
"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"
}
}
}
}
{
"mcpServers": {
"pzalutski-pixel-godotlens-mcp": {
"command": "npx",
"args": [
"-y",
"godotlens-mcp"
]
}
}
}