GodotClaw
The toolkit

Not a chat box. A deep toolkit.

Every capability here ships in the current build and mutates your project through Godot's real APIs - grouped by what it lets you actually do.

01 / Execution

Editor-native, by construction.

The difference between an agent that works inside your project and one that just works on your files.

001

Editor is the source of truth

Every change runs through UndoRedo, scene packing and reimport, so UIDs and dependencies stay correct. Output indistinguishable from hand-made work.

002

One-keystroke undo

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

003

Real GDScript diagnostics

Semantic validation through Godot's own language server. It catches its own mistakes instead of shipping them to you.

004

Reads your scene tree

A fresh scene snapshot rides with every message, so it always knows your nodes - and adds the ones you're missing.

005

Pixel-perfect import setup

"Set this up for crisp pixel art" becomes Nearest filtering, lossless per-asset import and a reimport. One ask.

006

It can see your game

Hand it a screenshot and it reasons about what's on screen. You play and test; it diagnoses, fixes and polishes.

02 / Velocity

Build at the speed of intent.

Skills, subagents and live tuning turn 'I have an idea' into a playable build the same session.

007

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.

008

Skills for real game patterns

Platformers, top-down, inventories, save systems - scaffold from proven structure, not a blank file. The library keeps growing.

009

Subagents in parallel

Spin up focused subagents to explore and build concurrently, each on the right model for the task.

010

Instant placeholder assets

Sensible placeholders let you play-test from minute one. Drop in your real sprites and audio whenever you're ready.

011

Project memory

Remembers the decisions and conventions of your project, with time decay and recall, so it stays consistent over months.

012

Parallel conversations

Run several threads against the same project at once, with safe concurrent edits and clear locks.

03 / Control

Your models, your data, your spend.

Routing can be automatic. Spend and privacy never are.

013

BYOK, local & managed

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

014

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.

015

Transparent spend

See exactly what every request costs, per model, in credits. Routing may be automatic; spend never is.

016

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.

017

Local-first history

Keep conversations on your own disk and skip cloud storage entirely. Pick up exactly where you left off.

018

Exact-restore on reopen

Close Godot, come back tomorrow - your conversations, widgets and tasks are restored exactly as you left them.

04 / On the roadmap

The library compounds.

Features aren't the moat - the agent's quality is. But this is where it widens: knowledge that stacks with every project.

->

Prebuilt templates as SkillsSoon

Installable, whole-genre starting points - platformer, roguelike, dialogue system, inventory - that the agent scaffolds from and then extends to your design. Community-authored, versioned, one command to add.

->

LLM WikiSoon

A living, versioned knowledge base of your project and the Godot APIs the agent reads from and writes back to. Context compounds instead of resetting every session - the longer you build, the sharper it gets.

->

Team skill librariesPlanned

Share your studio's patterns, conventions and templates as private Skills every seat inherits - so the whole team builds in the same shape.

->

Skill marketplacePlanned

Discover and install community Skills and templates from inside the dock. The best patterns in the Godot community, one search away.

See it drive
your editor.