# Godot MCP (MCP server)

> Godot MCP is an MCP server that adds developer tools to AI assistants such as Claude Desktop, Claude Code and Cursor. Agent-driven Godot playtesting: editor control, input injection, game-time stepping, live state. It has 172 GitHub stars, is released under the MIT license and runs locally with npx -y @satelliteoflove/godot-mcp.

Give your AI assistant eyes and hands in the Godot editor — and a running game it can actually playtest. There are a few Godot MCP servers out there, and most can open a scene and poke at nodes. This one is built around a harder problem: letting an agent verify its own work. Run the game, drive it like a player, observe what actually happened, and prove the change did what it claimed — without you ferrying screenshots and error logs back and forth.

## Key facts

| Fact | Value |
|---|---|
| Repository | https://github.com/satelliteoflove/godot-mcp |
| GitHub stars | 172 |
| License | MIT |
| Language | GDScript |
| Transport | stdio |
| Packages | npm: @satelliteoflove/godot-mcp |
| Remote URL | none |
| Needs API key | no |
| Official | no |
| Works with | Claude Desktop, Claude Code, Cursor, VS Code |
| Category | Developer tools |
| Latest release | godot-mcp-v4.1.11 (Aug 27, 2026) |
| Last commit | Sep 16, 2026 |
| MCP registry name | io.github.satelliteoflove/godot-mcp |

## Install

### Claude Desktop (claude_desktop_config.json)

```json
{
  "mcpServers": {
    "godot-mcp": {
      "command": "npx",
      "args": [
        "-y",
        "@satelliteoflove/godot-mcp"
      ],
      "env": {
        "GODOT_HOST": "your-value",
        "GODOT_MCP_READ_ONLY": "your-value"
      }
    }
  }
}
```

Settings > Developer > Edit Config. macOS: ~/Library/Application Support/Claude/, Windows: %APPDATA%\Claude\. Restart Claude Desktop afterwards.

### Claude Code

```sh
claude mcp add --env GODOT_HOST=your-value --env GODOT_MCP_READ_ONLY=your-value --transport stdio godot-mcp -- npx -y @satelliteoflove/godot-mcp
```

### Cursor (.cursor/mcp.json)

```json
{
  "mcpServers": {
    "godot-mcp": {
      "type": "stdio",
      "command": "npx",
      "args": [
        "-y",
        "@satelliteoflove/godot-mcp"
      ],
      "env": {
        "GODOT_HOST": "your-value",
        "GODOT_MCP_READ_ONLY": "your-value"
      }
    }
  }
}
```

Project file; use ~/.cursor/mcp.json to enable it in every project.

### VS Code (.vscode/mcp.json)

```json
{
  "servers": {
    "godot-mcp": {
      "type": "stdio",
      "command": "npx",
      "args": [
        "-y",
        "@satelliteoflove/godot-mcp"
      ],
      "env": {
        "GODOT_HOST": "your-value",
        "GODOT_MCP_READ_ONLY": "your-value"
      }
    }
  }
}
```

Config formats checked against the official docs on 2026-10-07.

## Environment variables

- `GODOT_HOST`: Override the host used to reach the Godot editor bridge (e.g. for WSL2 or remote setups). Auto-detected when unset.
- `GODOT_MCP_READ_ONLY`: Set to 1 (or true) to register only read-only observation tools: no scene/node/animation edits, no game control, no input injection. Same as the --read-only…

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