Skip to content

Get started

Quickstart

Install Flockbay, open your Godot project or make a new one, pick the AI that builds, connect your own agent over MCP if you use one, and press F5. Five steps, a few minutes.

Leer en español

1. Install

Download Flockbay from flockbay.com and run the setup: Windows, macOS, or Linux and ChromeOS. No account is needed. Godot comes with it, and Flockbay works with Godot 4.6+.

2. Open your Godot project, or make one

Home leads with Open project… and the Godot projects already on this computer, the list Godot’s Project Manager keeps. Pick one, or a folder above it. A project from an older Godot 4, or from Godot 3, can stay on your own Godot of that version or move to Godot 4.7.2. For a project Flockbay did not make, a card lists what adding Flockbay writes before anything is written: Open your existing Godot project.

Or start a New project: a name, a location, 2D or 3D, a blank project or a template, and its renderer. New project has each field.

The project opens in the Godot editor with Flockbay’s chat docked beside it, in the Minimal view. Change view… in the chat’s hint, or Settings › Editor view, switches to Standard or Full: The editor.

3. Pick the AI that builds

A new chat runs on Flockbay’s hosted model, free to start, with nothing to set up. The model menu beside Send switches the chat to your own Claude Code, Codex on your ChatGPT account, or an API key. Models lists them.

Describe a change and press Enter. Each tool call is a step in the thread, and the turn ends with a receipt of the files it changed: How Flockbay’s agent works.

4. Connect your own agent (optional)

If you work in Claude Code, Codex, Cursor or another MCP client outside the app, open Connectors › Connect your agent (MCP) › Set up, press Turn on, and copy the line the dialog shows into your agent. Your agent then calls Flockbay’s tools on the open project: Connect your agent (MCP).

5. Press F5

F5 plays the main scene, F6 the open scene, and F8 stops. The game attaches to the editor’s debugger: prints go to Output, a script error stops at its line, and breakpoints stop the game. Play and debug has the rest.

When it is ready to share, Publishing tools builds a Windows or macOS export: Export.