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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)
terminal
claude mcp add --env GODOT_PATH=YOUR_GODOT_PATH godot-forge -- npx -y godot-forge

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repo stars8
Packagegodot-forge
TransportSTDIO
AuthNone
Last updatedApril 26, 2026
Repositorygregario/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.

npm version npm downloads MIT License Node.js 18+ MCP Compatible godot-forge MCP server


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.

godot-forge MCP server

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:

  1. GODOT_PATH environment variable
  2. godot / godot4 in PATH
  3. Steam installation (macOS, Windows, Linux)
  4. 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 npx execution
  • 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() not exec(): 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.

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

MIT

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.

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