# What kind of games you can make with Flockbay

A project here is either flat or a place, and you pick which before anything else exists. Here is what each one gives you on the first day, what neither is good at, and what making one actually looks like. Flockbay is free, AI included: free hosted AI every day, or your own Claude, ChatGPT, agent or API key. It runs on Windows, macOS and Linux, on the official Godot engine.

Source: https://flockbay.com/games/ · Updated 2026-10-13

## The first thing it settles is which kind of game

Make a project and the app reads your first message and shows what it understood, with a flat game or a 3D world preselected from it. Nothing gets created until you press Continue. It is the same app either way — same editor, the same chat — because the choice is a setting the world tools carry rather than a second product you bought.

What that rules out is worth as much as what it gives you. There is no mode buried three menus deep, no flat game that is secretly a 3D world with the camera locked down, and no second tool to learn when the next project is the other kind.

## A flat project is built from four things, and they are its own

Pick 2D and the project starts blank. The first build is the one in the brief you approved: tile ground, a band of scenery behind it, a player controller, and the sprites the brief calls for. Flockbay play-tests it first, and the first thing you do with [a flat project](/make-a-2d-game/) is play it.

Ground is a tile layer. Flockbay paints it, and Paint, a button around the editor's 2D view, lets you drag cells on and off yourself. The tiles, the edges and the collision are all derived from which cells are covered, so painting the same cells in a different order draws the same world and a rebuild never reshuffles your edges. Whether ground stops a walker is declared per material, which means a platformer's solid block and a top-down path are painted identically and only one of them stops anybody.

Beyond the ground there is a sky colour and one band of scenery. The colour above the band and what continues below it are read from the band picture's own first and last solid rows, so replacing the picture replaces all three at once. The player controller is a character body with the camera on it, and walk and run speeds, how long it takes to reach and lose them, air control, gravity, jump apex, body size and step length are all controls — "make it feel heavier" is a retune rather than a rewrite. Side-on and top-down are not modes: declare gravity and down becomes a direction, so steering is horizontal and a jump exists; declare none and the body steers on both axes with nothing to jump away from. Same code both times.

The last piece is placed objects: pictures or scenes from your project put at an exact position, rotation and scale, by Flockbay or by you with Place. A picture sits on its drawn figure's own bottom-centre, so a thing stands on the ground instead of floating by however much transparent margin its file happens to carry, and draw order follows that same point, so whatever is lower down the screen is in front. The camera is framed by three rectangles: what is in view, the dead zone, and the scroll limits. Flockbay sets them, the limits follow the painted ground, and Player controller in the editor's 2D view lets you drag them yourself.

## A 3D project is a place, and the place is the point

Pick 3D and the subject changes. A valley you walk across. A town with weather and a day cycle. An island with things living on it that do not stop existing when you look away. On the 3D side, terrain shaped from elevation, water outlined and filled, sky and populated space are the default case rather than an advanced feature you graduate to.

That is a consequence of running locally. The app is a desktop application for Windows, macOS and Linux with Godot inside it, so when you press play the game uses your machine's GPU and memory. A world with real terrain, weather and a few hundred simulated characters is a reasonable thing to attempt, in a way it simply is not in [a browser tab](/blog/why-browser-ai-game-makers-hit-a-ceiling/).

Within either shape, genre is open. An exploration game, a survival loop, [a horror game built on darkness and sound](/horror-game-maker/), a slow farming game, a platformer about one wrong jump. None of those are templates. They are what falls out of building a space and then deciding what happens in it.

## What it is not good at

An elaborately animated 2D character. One flat image can be generated on request, but there is no multi-frame sprite generation, so an animated character's frames come from you, an artist or a library, and Godot's own animation tools in the editor put them in motion. That is a real gap, and it is worth knowing before you plan a game around a twelve-frame run cycle.

The 3D side's tools stay on the 3D side. A flat project has no water and no weather: those families have no answer in a world with no elevation, so asking for them there is a request that cannot succeed rather than one that comes back slowly.

Games whose delivery is the browser. This produces a local Godot project and is built around playing it on your machine, and the app's Export makes a native Windows build; Godot's own export can take the project to the web as a separate step. If the plan is a link people click in a group chat, [a web-first tool](/web-game-maker/) is the honest answer.

Anything on a phone. Flockbay runs on Windows, Mac and Linux desktops. It is not a mobile authoring tool and there is no tablet version.

## How a project actually goes

You start with a brief rather than a design document. Flockbay asks what you are making, says what it will build first and what waits for later, and builds nothing until you approve it. Then it builds the space. In a flat project that is the tile ground, the scenery, the player controller and a few sprites. In a 3D one it is terrain with a valley cut through it, water in the valley, the sky and the weather. Every world tool it uses is also a button around the Godot editor's own view, because taste is the input and describing a hillside in a sentence is sometimes slower than shaping one by hand.

Then you say what should happen. The character can climb short ledges. The animals scatter when you get close. The door opens only if you are carrying the right thing. Flockbay writes the GDScript for that, inside your project, where you can see it.

Then you play it and most of it is wrong. The valley is too wide, the jump is too floaty, the climbing feels bad. You say so and it changes. That loop is the work. Not writing the code does not mean not [having an opinion about the game](/blog/how-to-judge-a-game-you-did-not-code/), and the opinion is the part only you can supply.

## What you end up owning

A real Godot project in a folder on your disk. Godot is open source, so the thing you made does not depend on this app continuing to exist. You can open it elsewhere, keep working on it elsewhere, and ship it the way any Godot game ships.

Building needs [an internet connection](/answers/does-flockbay-work-offline/), because the chat, asset generation and world data all come over the network. Playing what you built does not. Those are different things and it is worth keeping them apart when you plan.

The download is free, and so is every tool in it. [Flockbay is free, AI included](/answers/what-does-flockbay-cost/): free hosted AI every day, or your Claude or ChatGPT plan, your own agent, or an API key. Flockbay builds from a library of ready-made objects, or with Godot's own shapes.

## Questions

### What genres does it support?

There is no genre list. You pick 2D or 3D and describe the space and what happens in it, and Flockbay builds both, so the genre is whatever those two things add up to.

### Can I make a 2D game?

Yes, and it is one of the two things a project can be, chosen before anything else exists. A flat game gets tile ground, a player controller and sprites, and the library Flockbay places from is 90.8% sprites — 55,073 objects out of 60,648.

### Can I animate a sprite in it?

Yes, with frames you bring: Godot's own animation tools are in the editor. What Flockbay does not do is generate the frames. A single flat image can be generated on request, but not a sprite sheet, so the frames come from you, an artist or a library. It is a known gap rather than a decision.

### Can I sell what I make?

It is your Godot project, and Flockbay takes no share of your sales. For Steam, the app prepares the store page and exports it as a .zip you upload in Steamworks yourself, free.

### How big can a world be?

It runs on your machine, so the limit is your machine rather than a server budget somebody else is paying.

### Do I need to know how to code?

No. Flockbay writes the code and builds the space. You judge the result by playing it.

Download Flockbay free: Free to download for Windows, macOS and Linux. https://flockbay.com/

Related: [No-code game engine](/no-code-game-engine/), [AI open world game maker](/ai-open-world-game-maker/), [AI game engine](/ai-game-engine/), [Make a 3D game](/make-a-3d-game/), [Make a 2D game](/make-a-2d-game/)
