Flockbay
What Flockbay does
Flockbay writes a brief with you, then builds the world and the code in your project, plays it, and tells you what it did.
For the game itself, see the AI game maker that writes the code and the AI game maker.
The brief comes first
Flockbay starts with questions, one round at a time, each with a recommendation and a line of why. Then it writes a brief: what gets built first, what comes after, and what is not in this version. Nothing is built until you approve it.
An ask that is too big for one person gets the truth and a smaller first version, not a starter world dressed up as a yes. Every later turn is held against the brief you approved.
It writes real files in your project
Flockbay is not generating a description of a game somewhere else. It reads, creates and edits ordinary files inside your project folder, the same way a programmer would, and those edits are on your disk immediately.
It can only write inside the project you have open. It cannot reach the rest of your machine, and it does not touch Flockbay’s own bookkeeping.
This is why you do not need to write code. It is also why the result is a real Godot project rather than something only this app can open.
The world tools follow the kind of world
As well as editing files, Flockbay builds the world itself with typed world tools, and which tools it has depends on whether the game is 2D or 3D. It is the same chat either way; it is simply told the truth about what the world it is looking at can do.
A 3D project gives it six: terrain, water, environment, weather, the player controller, and placed objects. Terrain builds a landscape from real-world elevation data, an invented island or flat ground, then sculpts and paints it. Environment covers sky, sun, moon and the clock. Placed objects puts individual things at exact positions.
A 2D project gives it the four a flat world has: the ground, what is beyond it, the player controller, and placed objects. Ground is the tile layer, covered and erased by cell. Beyond it is a sky colour and one band of scenery along the horizon. The player controller is the character body and its handling. Placed objects works as it does in 3D — a picture or a scene put at an exact position, turn and size.
Which means the missing ones are genuinely missing. There is no water tool and no weather tool in a flat world, because a flat world has no answer to give them, and asking for rain there is a call that cannot succeed rather than one that quietly does something else. Knowing that up front is worth more than a substitute that half works.
These are separate tools on purpose. Flockbay is not allowed to compose them into one sweeping "build me a world" action, and there is no hidden macro behind them — each thing that happens to your world happens because a specific tool was called for it.
It plays its own work
After it builds, Flockbay runs the game, headless or in a window, sends it input events, reads stdout and the debugger, GDScript parse errors included, and captures the viewport. That is how a broken script, or a player who falls through the terrain, gets caught before you press Play.
What it does not do
Flockbay does not ask for permission before each file it edits. You approved the brief; after that there is no diff to review — the work lands, and you judge the result by playing it. On your Claude plan, a shell command that is not one of Flockbay’s own does ask first.
It does not decide whether the game is good. You do. Playing it and saying it is wrong is the normal loop, not a failure of the tool.
It does not take the editor away from you. The world tools it builds with are also buttons around the Godot editor’s 3D and 2D view. When a call is pure taste, a tree exactly here, a shoreline just so, a sprite sitting on the ledge the way you meant, you can make that one change by hand, and Godot’s undo takes it back.
Flockbay runs on the free hosted AI each day, called Demo, or on your own: the model you pick from the pill beside Send, among the models Claude Code offers your Claude plan, your ChatGPT account’s models, or any model your API key reaches.
Related
- Asking for a change
- When to use the manual controls
- The builder
- An AI agent that works inside a Godot project
- Make a game with AI without giving up the game
- Who writes the code in Flockbay?
- A no-code game engine that is still a real engine
- What is an AI game maker that writes a real Godot project?
