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.
Editor-native, by construction.
The difference between an agent that works inside your project and one that just works on your files.
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.
One-keystroke undo
Each agent batch registers as one native UndoRedo action. Don't like a change? Ctrl+Z. Nothing left behind.
Real GDScript diagnostics
Semantic validation through Godot's own language server. It catches its own mistakes instead of shipping them to you.
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.
Pixel-perfect import setup
"Set this up for crisp pixel art" becomes Nearest filtering, lossless per-asset import and a reimport. One ask.
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.
Build at the speed of intent.
Skills, subagents and live tuning turn 'I have an idea' into a playable build the same session.
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.
Skills for real game patterns
Platformers, top-down, inventories, save systems - scaffold from proven structure, not a blank file. The library keeps growing.
Subagents in parallel
Spin up focused subagents to explore and build concurrently, each on the right model for the task.
Instant placeholder assets
Sensible placeholders let you play-test from minute one. Drop in your real sprites and audio whenever you're ready.
Project memory
Remembers the decisions and conventions of your project, with time decay and recall, so it stays consistent over months.
Parallel conversations
Run several threads against the same project at once, with safe concurrent edits and clear locks.
Your models, your data, your spend.
Routing can be automatic. Spend and privacy never are.
BYOK, local & managed
Bring 1-10 ranked keys, point at a local endpoint, or use our managed pool. Reuse your Claude Code subscription too.
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.
Transparent spend
See exactly what every request costs, per model, in credits. Routing may be automatic; spend never is.
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.
Local-first history
Keep conversations on your own disk and skip cloud storage entirely. Pick up exactly where you left off.
Exact-restore on reopen
Close Godot, come back tomorrow - your conversations, widgets and tasks are restored exactly as you left them.
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.