
Godot Forge
- 8 repo stars
- Updated April 26, 2026
- gregario/godot-forge
Godot Forge is a MCP server that connects AI agents to Godot 4 test runs, API docs, script analysis, scene parsing, and LSP-aware project context over stdio.
About
Godot Forge is a stdio MCP server (npm godot-forge, v0.1.2) tailored to Godot 4 and small-team game development. It connects Claude Code, Cursor, and similar agents to engine-aware capabilities: running tests, fetching API documentation, analyzing scripts, parsing scene files, and leveraging LSP-style project awareness so suggestions match real nodes and types. Developers on the Skillselion journey typically adopt it at Build → Agent-tooling when AI pair-programming must respect Godot conventions, then reuse it at Ship → Testing when the same agent triggers automated runs before a jam submission or early access build. Set GODOT_PATH to your Godot 4.x binary when auto-detection fails. It is not a general web framework MCP, a deployment platform, or a substitute for learning Godot’s editor workflow—it reduces friction between your repo and the agent.
- Godot 4 test runner exposed as MCP tools for agent-driven verification
- Embedded API documentation access for GDScript and engine classes
- Script analysis and scene parsing for safer refactors in chat-driven edits
- LSP-oriented tooling to align agent suggestions with project symbols
- Optional GODOT_PATH env var with auto-detect when unset (stdio npm godot-forge 0.1.2)
Godot Forge by the numbers
- Data as of Jul 7, 2026 (Skillselion catalog sync)
claude mcp add --env GODOT_PATH=YOUR_GODOT_PATH godot-forge -- npx -y godot-forgeAdd your badge
Show developers this MCP server is listed on Skillselion. Paste this into your README.
| repo stars | ★ 8 |
|---|---|
| Package | godot-forge |
| Transport | STDIO |
| Auth | None |
| Last updated | April 26, 2026 |
| Repository | gregario/godot-forge ↗ |
What it does
Run Godot 4 tests, query API docs, analyze scripts and scenes, and use LSP-aware helpers from your coding agent on a game project.
Who is it for?
One-person Godot 4 game shops using Claude Code or Cursor who want engine-native MCP tools instead of generic file grep.
Skip if: Skip if you're on Unity or Unreal only, non-game SaaS products, or developers unwilling to install Godot 4.x locally.
What you get
After registering godot-forge, your agent can ground edits in Godot 4 docs, scenes, and tests so indie game loops ship with fewer broken scenes and mystery runtime errors.
- Agent-invokable Godot 4 test runs from the project workspace
- Structured script and scene introspection for safer AI edits
- In-session API doc lookups aligned with Godot 4.x
By the numbers
- Version 0.1.2 published as npm identifier godot-forge with stdio transport
- Documented environment variable GODOT_PATH (string, optional auto-detect)
- Repository: github.com/gregario/godot-forge
README.md
Godot Forge
The MCP server for Godot 4. Test runner, API docs, script analysis, and more.
AI coding assistants are structurally bad at GDScript. Models trained on data skewed towards Godot 3 hallucinate deprecated APIs (yield instead of await, KinematicBody instead of CharacterBody3D, export var instead of @export var). Godot Forge fixes this.
8 tools. Zero config. Works with every MCP-compatible IDE.
Install
npx -y godot-forge
That's it. Godot Forge auto-detects your Godot binary (Steam, Homebrew, direct download) and finds your project.godot automatically.
Add to your IDE
Claude Code
claude mcp add godot-forge -- npx -y godot-forge
Cursor
Add to .cursor/mcp.json:
{
"mcpServers": {
"godot-forge": {
"command": "npx",
"args": ["-y", "godot-forge"]
}
}
}
VS Code (Copilot)
Add to .vscode/mcp.json:
{
"servers": {
"godot-forge": {
"command": "npx",
"args": ["-y", "godot-forge"]
}
}
}
Windsurf
Add to ~/.codeium/windsurf/mcp_config.json:
{
"mcpServers": {
"godot-forge": {
"command": "npx",
"args": ["-y", "godot-forge"]
}
}
}
Zed
Add to settings.json:
{
"context_servers": {
"godot-forge": {
"command": {
"path": "npx",
"args": ["-y", "godot-forge"]
}
}
}
}
Claude Desktop
Add to ~/Library/Application Support/Claude/claude_desktop_config.json (macOS) or %APPDATA%/Claude/claude_desktop_config.json (Windows):
{
"mcpServers": {
"godot-forge": {
"command": "npx",
"args": ["-y", "godot-forge"]
}
}
}
More IDEs (Codex, Gemini CLI, JetBrains, Continue, Cline, Roo Code, Neovim, OpenCode, Kiro)
See IDE Setup Guide for configuration snippets for all supported IDEs.
Tools
| Tool | Description | Needs Godot | Needs Editor |
|---|---|---|---|
godot_run_tests |
Run GUT/GdUnit4 tests, get structured pass/fail results | Yes | No |
godot_search_docs |
Search Godot 4 API docs with 3→4 migration mapping | No | No |
godot_analyze_script |
Detect 10 GDScript pitfalls (deprecated API, coupling, re-entrancy) | No | No |
godot_analyze_scene |
Parse .tscn/.tres, detect antipatterns and format errors | No | No |
godot_get_project_info |
Project structure overview with progressive disclosure | No | No |
godot_get_diagnostics |
LSP diagnostics from Godot's language server | No | Yes |
godot_run_project |
Launch/stop project, capture debug output | Yes | No |
godot_screenshot |
Capture viewport screenshot as base64 PNG | Yes | No |
[!TIP] 6 of 8 tools work without Godot installed. Only test running, project launching, and screenshots need the binary.
Features
Test Runner
Auto-detects GUT and GdUnit4. Returns structured JSON with pass/fail counts, failure details with file paths and line numbers. Supports filtering by script, method, or inner class.
Ask your AI: "Run the water profile tests"
→ { total: 5, passed: 5, failed: 0, duration_ms: 462 }
Godot 3→4 Migration Mapping
The #1 reason AI writes broken GDScript. When your AI queries a deprecated API, it gets the correct Godot 4 equivalent instantly (30+ mappings covering classes, methods, syntax, and constants).
Query: "KinematicBody" → "Renamed to CharacterBody3D in Godot 4"
Query: "yield" → "yield(obj, 'signal') → await obj.signal"
Query: "instance()" → "instance() → instantiate()"
Script Analysis: 10 Pitfalls
Every pitfall detected from real game development:
| # | Pitfall | What It Catches |
|---|---|---|
| 1 | Godot 3→4 API | yield, connect("signal"), export var, instance() |
| 2 | Giant scripts | Over 300 lines. Should be split |
| 3 | := on Variant |
Type inference on Dictionary.get() causes parse errors |
| 4 | Tight coupling | Excessive get_node("../../...") references |
| 5 | Signal re-entrancy | Signal emitted between state changes |
| 6 | Autoload misuse | Too many autoloads, static func on autoloads |
| 7 | Missing disconnect | connect() without _exit_tree() cleanup |
| 8 | _init() timing |
Node tree access before node is in tree |
| 9 | Python-isms | List comprehensions, len(), Python imports |
| 10 | .tres type field | Custom class name instead of type="Resource" |
Scene Analysis
Parses .tscn and .tres files. Detects deep nesting (>8 levels), oversized scenes (>100 nodes), missing script references, preload() in .tres, integer resource IDs, and more.
LSP Diagnostics
Connects to Godot's built-in language server (runs automatically when the editor is open). Returns real compiler errors and warnings (no guesswork).
[!NOTE] Requires the Godot editor to be running with your project open. All other tools work without the editor.
Screenshot Capture
Captures the game viewport as a PNG image. Loads the project's main scene (or a specified scene), waits for rendering, and returns the screenshot as base64 for the AI to see.
Configuration
Godot Binary
Auto-detected in this order:
GODOT_PATHenvironment variablegodot/godot4in PATH- Steam installation (macOS, Windows, Linux)
- Platform defaults (
/Applications/Godot.app, Homebrew, Scoop, Flatpak, Snap, etc.)
Override manually:
export GODOT_PATH="/path/to/godot"
See Godot Detection for the full list of searched paths.
Project Directory
Auto-detected by walking up from the current directory to find project.godot. Override:
npx godot-forge --project /path/to/godot/project
Requirements
- Node.js 18+: for
npxexecution - Godot 4.x: auto-detected (optional for 6 of 8 tools)
- Any MCP-compatible IDE: Claude Code, Cursor, VS Code, Windsurf, Zed, and more
Design Principles
- Outcomes, not operations: Each tool delivers a complete result, not raw API wrapping
- 8 curated tools: No 93-tool context bloat (why this matters)
- Progressive disclosure: Summaries first, details on demand
spawn()notexec(): No command injection, no Windows quoting bugs- Actionable errors: Every error includes a suggestion the AI can act on
- Cross-platform: macOS, Windows, Linux. Steam and non-Steam installs.
Contributing
Contributions are welcome! See CONTRIBUTING.md for guidelines.
- Bug reports: Open an issue
- Feature requests: Start a discussion
- Pull requests: Fork, branch, test, PR
Development
git clone https://github.com/gregario/godot-forge.git
cd godot-forge
npm install
npm run build
npm test # 74 tests across 12 test files
Running locally
# Point your IDE at the local build
claude mcp add godot-forge-dev -- node /path/to/godot-forge/dist/index.js
Roadmap
See ROADMAP.md for planned features.
Phase 2: Input simulation, runtime scene tree inspection, performance profiling, shader validation, export/CI pipeline.
Licence
Recommended MCP Servers
How it compares
Godot-specific dev MCP, not a generic GitHub Actions deploy skill or cloud game backend.
FAQ
Who is godot-forge for?
Developers shipping Godot 4 games who want their AI coding agent to run tests, read scenes, and cite real engine APIs.
When should I use godot-forge?
Use it throughout Build agent sessions and before Ship when you need test runner, script analysis, scene parsing, docs, or LSP-backed context in MCP.
How do I add godot-forge to my agent?
Install npm package godot-forge 0.1.2 as a stdio MCP server, set GODOT_PATH if needed, restart your host, and confirm Godot 4 tools are listed.