GodotClawGodotClaw

Ship games.
At the speed of thought.

I am a

You already know Godot. GodotClaw is the pair-programmer that clears the boilerplate so your weekends go to feel, polish and fun — and finishes the game in days, not years.

No spam. One email when access opens.

01

Days, not years

Scaffold scenes, scripts and systems through the editor in minutes. Spend the time you save on the part that matters: making it fun.

02

Works the way you do

Real Godot APIs, editor-as-truth, one-keystroke undo. It writes code you'd be happy to commit.

03

Cheap to run

Reuse your Claude Code subscription, run local models, or bring your own keys. Pay providers at cost — no per-token markup.

Why GodotClaw for you

Finish the game. Then make it sing.

01

Tune it live

Expose any value as a slider in the dock and feel the change in real time — jump height, dash speed, spawn rates — without digging through scripts.

02

It can see your game

Hand it a screenshot and it reasons about what's on screen. You play and test; it helps you diagnose, fix, and polish.

03

Budget-friendly by design

Already pay for Claude Code? Point GodotClaw at it. Prefer local models or your own API keys? Both work. Your spend, your rules.

04

No slop in your repo

Code and structure only. Reversible, reviewable, and indistinguishable from work you'd have done yourself.

The Godot advantage

A real engine does the heavy lifting.

GodotClaw doesn't hallucinate an engine every prompt. It builds on Godot 4 — which already solves physics, rendering, input, scenes and export. That's why your tokens go further here.

01

100% open source

Godot is MIT-licensed. No seat fees, no revenue share, no lock-in. Your game is yours to ship anywhere, forever.

02

Cheaper than building from libraries

Phaser or three.js means an AI re-deriving physics, scenes and input token by token. Godot ships all of it. You pay to build your game, not to reinvent an engine.

03

Skills extend the engine

Our skill library layers production patterns — controllers, save systems, UI, tilemaps — on top of everything Godot already gives you.

Anti-slop, by design

Not a slop engine. A natural extension of you.

The fastest way to ruin a game is to flood it with generated filler. GodotClaw doesn't spit out AI art, throwaway sprites, or models you never asked for. It does the engineering — the code, the scene structure, the wiring — and leaves the creative authorship to you. Every line it produces is something you'd have written yourself. Just faster, and correct the first time.

  • slopGenerates AI sprites, 3D models and textures
    clawWrites code and wires up the real assets you made
  • slopRegex-edits your .tscn until it sort of works
    clawMutates through Godot's own APIs — UIDs, undo, reimport stay correct
  • slopLeaves half-finished files for you to clean up
    clawEvery change is one atomic step you can undo in a keystroke
Privacy & security

Built for studios who can't leak code.

Privacy isn't a setting buried in a menu — it's the architecture. The brain runs in the cloud; the keys to your project stay with you.

Stateless on your project

Our server has no access to your disk, shell, or editor — it can only ask your plugin to act locally. Your files, scenes and scripts never leave your machine, and we store nothing about your project.

Bring your own keys

Add 1–10 model keys, ranked by quality and cost. Prompts route straight to your provider. We meter BYOK usage for your own limits and analytics — never marked up, never a per-token tax.

Local-first history

Keep every conversation on your own disk and skip cloud storage entirely. Your call, per project — pick up exactly where you left off without anything living on our servers.

No training, no peeking

We never train on your code or conversations. Export or wipe a project's history whenever you want. What you build is yours alone.

Works with your stack

Drive it from Claude Code.

GodotClaw speaks MCP. Point Claude Code — or any MCP client — at your editor and it drives the same battle-tested tools: read the scene tree, mutate the project, run the game.

Every call streams back into the dock, rendered with the full GodotClaw UX — live diffs, tuning sliders, one-keystroke undo. One agent, two front ends, zero context lost.

claude code

> add a double-jump to the player

Calling godotclaw.edit_script

  Player.gd · +12 −2

Calling godotclaw.expose_variable

  jump_count → dock

godotclaw docklive
edit · Player.gd
+ func double_jump():
jump_count
2
1 action appliedundo ⌘Z
Everything it does

A deep toolkit, not a chatbot.

See all features

The editor is the source of truth

Every change goes through Godot's real APIs — UndoRedo, scene packing, reimport — so UIDs and dependencies stay correct. Never regex over .tscn. The output is indistinguishable from work a human did in the editor.

Live tuning sliders

Expose any value as a slider in the dock and feel jump height, dash speed or spawn rate change in real time.

Stateless & private

The server has no access to your disk — it can only ask the plugin to act locally. Nothing about your project is stored, ever.

Claude Code via MCP

Drive GodotClaw from Claude Code — or any MCP client. Every tool call renders back into the dock with the full UX.

One-keystroke undo

Each agent batch registers as a single native UndoRedo action. Don't like a change? Ctrl+Z. Nothing left behind.

BYOK, local models & managed

Bring 1–10 ranked keys, point at a local endpoint, or use our managed pool. Reuse your Claude Code subscription too.

Questions

You'll probably ask these.

GodotClaw

Build games at the speed of imagination.

One email when access opens. No spam, no slop.

No spam. One email when access opens.