100% open source
Godot is MIT-licensed. No seat fees, no revenue share, no lock-in. Your game is yours to ship anywhere, forever.
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.
Scaffold scenes, scripts and systems through the editor in minutes. Spend the time you save on the part that matters: making it fun.
Real Godot APIs, editor-as-truth, one-keystroke undo. It writes code you'd be happy to commit.
Reuse your Claude Code subscription, run local models, or bring your own keys. Pay providers at cost — no per-token markup.
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.
Hand it a screenshot and it reasons about what's on screen. You play and test; it helps you diagnose, fix, and polish.
Already pay for Claude Code? Point GodotClaw at it. Prefer local models or your own API keys? Both work. Your spend, your rules.
Code and structure only. Reversible, reviewable, and indistinguishable from work you'd have done yourself.
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.
Godot is MIT-licensed. No seat fees, no revenue share, no lock-in. Your game is yours to ship anywhere, forever.
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.
Our skill library layers production patterns — controllers, save systems, UI, tilemaps — on top of everything Godot already gives 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.
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.
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.
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.
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.
We never train on your code or conversations. Export or wipe a project's history whenever you want. What you build is yours alone.
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.
> add a double-jump to the player
● Calling godotclaw.edit_script
Player.gd · +12 −2
● Calling godotclaw.expose_variable
jump_count → dock
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.
Expose any value as a slider in the dock and feel jump height, dash speed or spawn rate change in real time.
The server has no access to your disk — it can only ask the plugin to act locally. Nothing about your project is stored, ever.
Drive GodotClaw from Claude Code — or any MCP client. Every tool call renders back into the dock with the full UX.
Each agent batch registers as a single native UndoRedo action. Don't like a change? Ctrl+Z. Nothing left behind.
Bring 1–10 ranked keys, point at a local endpoint, or use our managed pool. Reuse your Claude Code subscription too.
One email when access opens. No spam, no slop.