Wieldr game radar
Hourly radar of Roblox, Steam, Fortnite, iOS and itch.io games: rising games, niches and gaps.
Description from the maker (original English)
Drive a live Godot 4 editor: edit scenes and scripts, run and test the game, record GIFs.
These three are never merged into one score: opinions, measurements and popularity are different things.
We have not written a plain-language summary for this one yet. Below are the facts we read from the registry.
Pick the AI app you use, then copy the settings.
You need
Which app do you use?
Pick your app above. We remember it, so next time the button says “Install in …”.
Open Claude Desktop → Settings → Developer → Edit Config, and paste this into claude_desktop_config.json
{
"mcpServers": {
"godot-loop": {
"command": "npx",
"args": [
"-y",
"godot-mcp-loop"
]
}
}
}Run this in your terminal
claude mcp add godot-loop -- npx -y godot-mcp-loopPaste into .cursor/mcp.json in your project, or ~/.cursor/mcp.json
{
"mcpServers": {
"godot-loop": {
"command": "npx",
"args": [
"-y",
"godot-mcp-loop"
]
}
}
}Your browser asks to open the app, then the app shows the settings and asks you to confirm. Key values are left empty for you to fill in.
Paste into .vscode/mcp.json in your project
{
"servers": {
"godot-loop": {
"type": "stdio",
"command": "npx",
"args": [
"-y",
"godot-mcp-loop"
]
}
}
}Your browser asks to open the app, then the app shows the settings and asks you to confirm. Key values are left empty for you to fill in.
This one runs on your computer, and ChatGPT can only connect to servers on the internet. Pick another app.
Your choice stays on this device in a cookie; no account needed.
These settings are generated from the maker’s registry entry. If the README says otherwise, follow the README.
Runs on your computer; the tool list appears in your AI app after you install it.
We check information anyone can see; we have not read the code. Checks that do not apply are left out of the count. · Checked Nov 9, 2026
The registry name was verified with the GitHub account AI-osho, which owns the repo
We have not read this repo from GitHub yet
We have not read this repo from GitHub yet
This one runs on your computer; there is no internet endpoint
Runs on your computer and uses local settings instead
Runs on your computer; we can only read tool lists from internet endpoints
Compared with every active server in this category in the registry. Stars count only when the publisher owns the repo.
It passed 1 of 1 applicable basic checks. We have not read the code. Before adding a key or token, see what access the server asks for and use a key with only the permissions you need.
The registry does not list a required key, though some servers ask you to sign in on first use.
It runs on your computer. Your AI app starts it when needed, and data does not pass through the maker’s servers (unless it calls an online service itself).
The GitHub repo last changed –, and the latest version (0.9.0) reached the registry 20 days ago.
Apps that support MCP, such as Claude Desktop, Claude Code, Cursor and VS Code. You also need Node.js on your computer.
In the same category: Wieldr game radar, SFX Brew, ReversePort
Servers in the same category from other makers, sorted by stars.
Reading a card:↓ Downloads per weeki★ GitHub starsiThree pillars: reviews · checks · usageiUpdated = latest version published to the registryi
Hourly radar of Roblox, Steam, Fortnite, iOS and itch.io games: rising games, niches and gaps.
Free game sound effects for AI agents: 45 Eastern and general SFX rendered locally to WAV or JS.
Reverse engineer and port apps and games: Godot, Unity IL2CPP, .NET, binaries, with parity checks.
Copied from the maker’s repo as written. PopNx MCP has not reviewed or endorsed it. HTML, images and scripts are removed. Links lead off this site.
Edit, run, inspect and test Godot 4 projects from an MCP client. A TypeScript MCP server and a Godot editor addon let an AI coding agent change scenes/scripts, send gameplay input, inspect live state and replay checks. Work remains in normal Godot projects and resources.
日本語 · Get started · Architecture · Samples · Sample changes
The agent chooses and calls the tools; this is not a hosted service that automatically finishes a game. Game rules, artwork, sound, level design and playtesting remain authored work. Supported edits offer preview and undo; scene saving and file-backed operations have separate behavior.
Native Godot captures from standalone projects, without the addon installed. The RPG frame is the prologue. Controls, project paths and original images.
| Sample | Game | What to inspect |
|---|---|---|
blocks | Falling Blocks | Rotation, board state and scoring |
shooter | Vertical Shooter | Movement/fire, waves and boss transitions |
action | Side-scroller | Variable jumps, platforms and collision |
rpg | Luka of the Star Sword | Dialogue, battles and state transitions |
marble-3d | Marble Run | Rolling, jumps, checkpoints and contacts |
tower-defense | 灯畑の番人 | Tower placement, pause, victory/defeat and retry |
All six run without an AI account or MCP setup. They show different uses of the same editing/observation tools; a fixture check is not a claim that an agent completed every game through ordinary play.
Use Node.js 20+ for the copy command and Godot 4.7 (tested with 4.7.2) to play. From a working folder, choose one of the six IDs above and a new/empty destination:
npx -y godot-mcp-loop@0.12.0 sample shooter ./my-shooter
godot --headless --path ./my-shooter --import godot --path ./my-shooter
For agent editing/testing, explicitly install the addon from the same selected distribution and configure your client. Play alone does not need either step. The installer supplies its actual server executable; it does not register a client or restart an existing connection for you. Full setup guide.
server/src/ exposes MCP tools, validates their input, connects to the selected project and runs scenarios.addons/mcp_loop/ edits through the Godot editor and forwards runtime requests through Godot's debugger.server/authoring/ helpers process PNGs. Original image generation uses the client's separately authorized producer.MCP client → stdio server → authenticated loopback WebSocket → Godot editor → debugger → running game
Architecture explains the two process layers, repository layout, data flow and persistence.
| Area | Use |
|---|---|
| Scene and code | Inspect/create scenes, edit nodes and GDScript, configure input and selected project settings |
| Runtime observation | Input, state queries, per-frame records, waits, physics stepping, UI audit, images and logs |
| Repeatable checks | Scenario assertions, evidence, recordings, installed GUT/GdUnit4 suites and preset-based exports |
| Artwork support | Brief/request/PNG receipts, deterministic processing, previews, change detection and standard 2D placement |
| Bounded construction | node_add_tree (since 0.12.0): one new 2D/UI subtree in an eligible empty scene, up to 64 nodes/depth 8; save separately |
| Distribution | Tools and availability |
|---|---|
| Current 0.12.0 | 49 MCP tools, including node_add_tree; six showcased games and a retained internal compatibility fixture |
| Previous 0.11.0 | 48 tools; static doctor CLI since 0.11.0; artwork tools since 0.10.0 |
Use the same selected distribution for the server and addon. Version labels alone do not prove equal contents; source checkouts can differ from published packages. doctor is a static CLI, not an MCP tool or runtime connection test. Tool reference · Artwork · Subtree construction.
All 49 tools in 0.12.0 (previous 0.11.0 has 48)
| Area | Tools |
|---|---|
| Status | godot_status, project_info, project_list, project_connect (switch projects) |
| Editor | editor_launch (finds Godot, opens the project), editor_quit |
| Scenes | scene_open, scene_create, scene_save, scene_tree |
| Nodes | node_add, node_add_tree (development: one bounded native 2D/UI subtree), node_delete, node_get, node_set |
| Scripts | script_read, script_write, script_edit, script_attach |
| Artwork production (0.10.0+) | production_plan, art_request, art_register, asset_build, asset_preview, asset_verify, asset_scene_add |
| Files & assets | file_write (YAML/JSON/text), image_write (pixel-art PNG), input_action_set, project_setting_set (main scene, viewport, stretch) |
| Undo | edit_undo |
| Run & observe | game_run, game_stop, game_query, game_ui_audit, game_in_view, game_ray, game_contacts, game_input, game_wait_for, game_set, game_call, game_pause, game_step, logs_read, screenshot |
| Build | project_export (release export from a preset into res://build/ only, no shell) |
| Judge | scenario_run (evidence folder, movie → GIF + contact sheet), test_run (GUT / GdUnit4 unit tests) |
Complete reference · Scenarios · Clients · Protocol.
node_add_tree. Dependencies are not installed automatically. C# script validation is not supported.Loopback authentication and project-path guards are not an OS sandbox. Opening, validating or running a project can execute its code/plugins. Use trusted projects and client-side approvals. Undo is not a cross-file transaction; a missing response after dispatch does not prove that nothing changed. Inspect actual state before retrying. Security model.
scripts/test-godot-unit.sh
cd server && npm ci npm run typecheck && npm test npm run build && npm run test:e2e E2E_SAMPLES=1 npm run test:e2e
Windowed Linux checks need xvfb and E2E_GAME_WINDOW=1. Source authorities and generated copies are documented in sample changes; do not edit both independently. The default platformer scene remains an internal compatibility/test fixture and is not in the showcase. Release procedure.
MIT © OSHO