Can Qwen3.7 Max write working Godot 4 code? 13 of 15 on the first try

By Eduardo Orellana · Updated

Qwen3.7 Max passed 13 of 15 Godot 4 tasks on the first try and 14 of 15 after one fix with the test's output, each run headless on Godot 4.7.2. It missed: paint cells on a tilemaplayer, build and play an animation in code.

AppImage, x86_64. Ubuntu 22.04, Debian 12, Fedora 39 or newer.

Intel or AMD Chromebook, with Linux turned on.

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Every model measured on the same Godot 4 tasks, each run headless on Godot 4.7.2 at a fixed 60 frames per second.

Measured by Flockbay: the same tasks, the same checks, one fix allowed with the test output.

Every model measured on the same Godot 4 tasks, each run headless on Godot 4.7.2 at a fixed 60 frames per second., checked 18 October 2026
ModelFirst tryAfter one fixAgentRun onRead from
Claude Opus 5.515 of 1515 of 15Claude Code2026-10-06Claude Opus 5.5 results
Claude Sonnet 5.515 of 1515 of 15Claude Code2026-10-06Claude Sonnet 5.5 results
GPT-6.1 Sol15 of 1515 of 15Codex2026-10-06GPT-6.1 Sol results
DeepSeek V4.1 Flash15 of 1515 of 15Hosted, by API2026-10-18DeepSeek V4.1 Flash results
Ember-115 of 1515 of 15Hosted, by API2026-10-18Ember-1 results
Gemini 3.1 Pro Preview15 of 1515 of 15Hosted, by API2026-10-18Gemini 3.1 Pro Preview results
Muse Wonder15 of 1515 of 15Hosted, by API2026-10-18Muse Wonder results
Kimi K315 of 1515 of 15Hosted, by API2026-10-18Kimi K3 results
GPT-5.6 Luna15 of 1515 of 15Hosted, by API2026-10-18GPT-5.6 Luna results
GPT-6 Luna15 of 1515 of 15Hosted, by API2026-10-18GPT-6 Luna results
Hy4 preview15 of 1515 of 15Hosted, by API2026-10-18Hy4 preview results
Pareto 26.1015 of 1515 of 15Hosted, by API2026-10-18Pareto 26.10 results
Claude Haiku 5.514 of 1515 of 15Hosted, by API2026-10-18Claude Haiku 5.5 results
MiMo-V2.6-Pro-UltraSpeed14 of 1515 of 15Hosted, by API2026-10-18MiMo-V2.6-Pro-UltraSpeed results
GLM 5.214 of 1515 of 15Hosted, by API2026-10-18GLM 5.2 results
DeepSeek V4 Pro 081314 of 1514 of 15Hosted, by API2026-10-18DeepSeek V4 Pro 0813 results
GPT-5.414 of 1514 of 15Hosted, by API2026-10-18GPT-5.4 results
MiniMax M313 of 1514 of 15Hosted, by API2026-10-18MiniMax M3 results
Qwen3.7 Max13 of 1514 of 15Hosted, by API2026-10-18Qwen3.7 Max results
Fugu Max13 of 1514 of 15Hosted, by API2026-10-18Fugu Max results
Beam 1.0 501B A23B12 of 1514 of 15Hosted, by API2026-10-18Beam 1.0 501B A23B results
Mistral Large 412 of 1513 of 15Hosted, by API2026-10-18Mistral Large 4 results
Claude Haiku 4.511 of 1514 of 15Claude Code2026-10-06Claude Haiku 4.5 results
Nemotron 3.5 Super VL11 of 1514 of 15Hosted, by API2026-10-18Nemotron 3.5 Super VL results
LongCat 2.011 of 1513 of 15Hosted, by API2026-10-18LongCat 2.0 results
Grok 4.311 of 1513 of 15Hosted, by API2026-10-18Grok 4.3 results
Laguna S 2.19 of 1512 of 15Hosted, by API2026-10-18Laguna S 2.1 results
Nova 2 Lite2 of 154 of 15Hosted, by API2026-10-18Nova 2 Lite results

How the test works

Each task asks for one GDScript file with a stated API, in a fresh Godot project. Qwen3.7 Max was asked through its API, the way Flockbay reaches its hosted models: the task in one request, no tools, and the whole file back in a code block. A check scene then loaded the file and drove it on Godot 4.7.2, headless, at a fixed 60 frames per second: it pressed input actions, stepped physics, waited on timers and signals, and compared the results.

When a task failed, the model got the check's output once and could fix its file. Every task touches an API that changed between Godot 3 and Godot 4, or was added since: move_and_slide and is_on_floor, FileAccess and JSON, signals, tweens, Timer nodes, PackedScene, TileMapLayer, ray queries, AStarGrid2D, AnimationLibrary, and lambdas, which capture local variables by value.

The checks themselves are tested first: each passes on a reference answer and fails on an empty script. Run on 2026-10-18.

More on this: The best LLM for Godot

Qwen3.7 Max in Flockbay

Qwen3.7 Max is a hosted model in the Flockbay app's model menu, on the Indie Developer plan and above. It uses the plan's hosted usage about 22.1 times as fast as Auto.

It takes text only, so Flockbay describes the game to it rather than showing screenshots, and it has an effort setting in the composer, from quick answers to longer reasoning.

Move a CharacterBody2D with an input action: pass

The task: Write res://player.gd for Godot 4: a script for a CharacterBody2D that moves right at 200 pixels per second while the input action "ui_right" is held, and stands still otherwise.

Passed on the first try.

extends CharacterBody2D

const SPEED = 200.0

func _physics_process(delta: float) -> void:
	if Input.is_action_pressed("ui_right"):
		velocity.x = SPEED
	else:
		velocity.x = 0.0

	move_and_slide()

Fall with gravity and land on the floor: pass

The task: Write res://ball.gd for Godot 4: a script for a CharacterBody2D that falls with a gravity of 980 pixels per second squared and stops when it lands on the floor. The scene gives it its collision shape.

Passed on the first try.

extends CharacterBody2D

var gravity := 980.0

func _physics_process(delta: float) -> void:
    if not is_on_floor():
        velocity.y += gravity * delta
    move_and_slide()

A score label: pass

The task: Write res://score_label.gd for Godot 4: a script for a Label that shows "Score: 0" when it enters the scene, and has a method add(points: int) that adds to the score and updates the text to "Score: <total>".

Passed on the first try.

extends Label

var score: int = 0

func _ready() -> void:
	text = "Score: 0"

func add(points: int) -> void:
	score += points
	text = "Score: " + str(score)

Save and load a dictionary as JSON: pass

The task: Write res://save_game.gd for Godot 4: a script extending RefCounted with two static functions: save_data(data: Dictionary, path: String) -> void writes the dictionary to the file as JSON, and load_data(path: String) -> Dictionary reads it back.

Passed on the first try.

extends RefCounted

static func save_data(data: Dictionary, path: String) -> void:
	var file = FileAccess.open(path, FileAccess.WRITE)
	if file:
		file.store_string(JSON.stringify(data))
		file.close()

static func load_data(path: String) -> Dictionary:
	if not FileAccess.file_exists(path):
		return {}
		
	var file = FileAccess.open(path, FileAccess.READ)
	if file:
		var json_string = file.get_as_text()
		file.close()
		
		var json = JSON.new()
		var error = json.parse(json_string)
		if error == OK and json.data is Dictionary:
			return json.data
			
	return {}

Health with signals: pass

The task: Write res://health.gd for Godot 4: a script extending Node with health starting at 100, a signal health_changed(old_value: int, new_value: int), a signal died, and a method take_damage(amount: int) that lowers health without going below 0, emits health_changed when health changes, and emits died once, when health reaches 0.

Passed on the first try.

extends Node

signal health_changed(old_value: int, new_value: int)
signal died

var health: int = 100

func take_damage(amount: int) -> void:
	if amount <= 0:
		return
		
	var old_value: int = health
	health = max(0, health - amount)
	
	if health != old_value:
		health_changed.emit(old_value, health)
		
		if health == 0:
			died.emit()

Fade out with a tween: pass

The task: Write res://fader.gd for Godot 4: a script extending Node2D with a method fade_out(duration: float) that fades the node's modulate alpha from 1 to 0 over duration seconds with a tween, and a signal faded emitted when the fade ends.

Passed on the first try.

extends Node2D

signal faded

func fade_out(duration: float) -> void:
	modulate.a = 1.0
	var tween := create_tween()
	tween.tween_property(self, "modulate:a", 0.0, duration)
	tween.finished.connect(_on_tween_finished)

func _on_tween_finished() -> void:
	faded.emit()

Spawn on a timer, then stop: pass

The task: Write res://spawner.gd for Godot 4: a script extending Node that, once in the scene, adds a new child Node2D every 0.25 seconds, using a Timer, and stops after 4 children. It keeps the number spawned in a variable spawned_count.

Passed on the first try.

extends Node

var spawned_count: int = 0

func _ready() -> void:
	var timer := Timer.new()
	timer.wait_time = 0.25
	timer.one_shot = false
	timer.autostart = true
	add_child(timer)
	timer.timeout.connect(_on_timer_timeout)

func _on_timer_timeout() -> void:
	if spawned_count >= 4:
		return
	var node := Node2D.new()
	add_child(node)
	spawned_count += 1
	if spawned_count >= 4:
		var timer := get_child(0) as Timer
		if timer:
			timer.stop()

A door with states: pass

The task: Write res://door.gd for Godot 4: a script extending Node for a door with the states CLOSED, OPENING and OPEN. It starts CLOSED. A method interact() starts opening a closed door; 0.5 seconds of game time later it is OPEN. A method get_state_name() -> String returns "CLOSED", "OPENING" or "OPEN".

Passed on the first try.

extends Node

enum State { CLOSED, OPENING, OPEN }

var current_state: State = State.CLOSED
var _opening_time: float = 0.0

func _process(delta: float) -> void:
	if current_state == State.OPENING:
		_opening_time += delta
		if _opening_time >= 0.5:
			current_state = State.OPEN

func interact() -> void:
	if current_state == State.CLOSED:
		current_state = State.OPENING
		_opening_time = 0.0

func get_state_name() -> String:
	match current_state:
		State.CLOSED:
			return "CLOSED"
		State.OPENING:
			return "OPENING"
		State.OPEN:
			return "OPEN"
	return ""

An inventory with counts: pass

The task: Write res://inventory.gd for Godot 4: a script extending RefCounted with add_item(item_name: String, count: int), remove_item(item_name: String, count: int) -> bool that removes only when there are enough and returns whether it did, and get_count(item_name: String) -> int that is 0 for an item never added.

Passed on the first try.

extends RefCounted

var items: Dictionary = {}

func add_item(item_name: String, count: int) -> void:
	if items.has(item_name):
		items[item_name] += count
	else:
		items[item_name] = count

func remove_item(item_name: String, count: int) -> bool:
	var current_count := get_count(item_name)
	if current_count >= count:
		items[item_name] = current_count - count
		if items[item_name] == 0:
			items.erase(item_name)
		return true
	return false

func get_count(item_name: String) -> int:
	return items.get(item_name, 0)

Load a level scene from a path: pass

The task: Write res://level_loader.gd for Godot 4: a script extending Node with a method load_level(path: String) -> Node that loads the scene file at path, creates an instance of it, adds it as a child, and returns it.

Passed on the first try.

extends Node

func load_level(path: String) -> Node:
	var packed_scene := load(path) as PackedScene
	if packed_scene:
		var instance := packed_scene.instantiate()
		add_child(instance)
		return instance
	
	push_error("Failed to load scene from path: " + path)
	return null

Paint cells on a TileMapLayer: pass after one fix

The task: Write res://grid_painter.gd for Godot 4.7: a script extending TileMapLayer with paint_row(y: int, from_x: int, to_x: int) that sets the cells from (from_x, y) to (to_x, y) inclusive to tile source 0, atlas coordinates (0, 0), and is_painted(cell: Vector2i) -> bool that says whether a cell has a tile.

Failed on the first try (SCRIPT ERROR: Parse Error: The variable type is being inferred from a Variant value, so it will be typed as Variant. (Warning treated as error.)), passed after one fix.

What Godot 4.7.2 printed on the first try:

Godot Engine v4.7.2.stable.mono.official.ed1daf0bf - https://godotengine.org

SCRIPT ERROR: Parse Error: The variable type is being inferred from a Variant value, so it will be typed as Variant. (Warning treated as error.)
   at: GDScript::reload (res://grid_painter.gd:4)
   GDScript backtrace (most recent call first):
       [0] _ready (res://bench_check.gd:4)
SCRIPT ERROR: Parse Error: The variable type is being inferred from a Variant value, so it will be typed as Variant. (Warning treated as error.)
   at: GDScript::reload (res://grid_painter.gd:5)
   GDScript backtrace (most recent call first):
       [0] _ready (res://bench_check.gd:4)
ERROR: Failed to load script "res://grid_painter.gd" with error "Parse error".
   at: load (modules/gdscript/gdscript_resource_format.cpp:46)
   GDScript backtrace (most recent call first):
       [0] _ready (res://bench_check.gd:4)
SCRIPT ERROR: Invalid call. Nonexistent function 'paint_row' in base 'TileMapLayer'.
   at: _ready (res://bench_check.gd:18)
   GDScript backtrace (most recent call first):
       [0] _ready (res://bench_check.gd:18)

Cast a physics ray: pass

The task: Write res://line_of_sight.gd for Godot 4: a script extending Node2D with first_hit(from: Vector2, to: Vector2) -> Vector2 that casts a physics ray through the 2D world from `from` to `to` and returns the point where it first hits a collider, or `to` when it hits nothing. It is called from physics processing.

Passed on the first try.

extends Node2D

func first_hit(from: Vector2, to: Vector2) -> Vector2:
	var space_state := get_world_2d().direct_space_state
	var query := PhysicsRayQueryParameters2D.create(from, to)
	var result := space_state.intersect_ray(query)
	
	if not result.is_empty():
		return result.position
		
	return to

A path on a grid around walls: pass

The task: Write res://path_finder.gd for Godot 4: a script extending RefCounted with find_path(size: Vector2i, walls: Array[Vector2i], from: Vector2i, to: Vector2i) -> Array[Vector2i] that returns the shortest path of grid cells from `from` to `to`, both included, on a grid of `size` cells, never entering a wall cell and moving only up, down, left or right.

Passed on the first try.

extends RefCounted

func find_path(size: Vector2i, walls: Array[Vector2i], from: Vector2i, to: Vector2i) -> Array[Vector2i]:
	if from.x < 0 or from.x >= size.x or from.y < 0 or from.y >= size.y:
		return []
	if to.x < 0 or to.x >= size.x or to.y < 0 or to.y >= size.y:
		return []

	var wall_set := {}
	for w in walls:
		wall_set[w] = true

	if wall_set.has(from) or wall_set.has(to):
		return []

	var queue: Array[Vector2i] = [from]
	var head := 0
	var came_from := {}
	came_from[from] = from

	var directions: Array[Vector2i] = [
		Vector2i(1, 0),
		Vector2i(-1, 0),
		Vector2i(0, 1),
		Vector2i(0, -1)
	]

	var found := false

	while head < queue.size():
		var current: Vector2i = queue[head]
		head += 1

		if current == to:
			found = true
			break

		for dir in directions:
			var next_pos: Vector2i = current + dir

			if next_pos.x < 0 or next_pos.x >= size.x or next_pos.y < 0 or next_pos.y >= size.y:
				continue

			if wall_set.has(next_pos):
				continue

			if came_from.has(next_pos):
				continue

			came_from[next_pos] = current
			queue.push_back(next_pos)

	if not found and from != to:
		return []

	var path: Array[Vector2i] = []
	var curr: Vector2i = to
	while true:
		path.push_back(curr)
		if curr == from:
			break
		curr = came_from[curr]

	path.reverse()
	return path

Build and play an animation in code: fail

The task: Write res://blinker.gd for Godot 4: a script extending Node2D that, when it enters the scene, creates an AnimationPlayer child and a looping animation named "blink", 1 second long, that keeps the node visible for the first half of each second and hidden for the second half, and plays it.

Failed on the first try (BENCH FAIL: visible at 0.25, 0.75, 1.25 and 1.75 s was [true, true, true, true], expected [true, false, true, false]) and after one fix (BENCH FAIL: visible at 0.25, 0.75, 1.25 and 1.75 s was [true, true, true, true], expected [true, false, true, false]).

What Godot 4.7.2 printed on the first try:

Godot Engine v4.7.2.stable.mono.official.ed1daf0bf - https://godotengine.org

WARNING: AnimationMixer: 'blink', couldn't resolve track:  'visible'. This warning can be disabled in Project Settings.
   at: _update_caches (scene/animation/animation_mixer.cpp:725)
BENCH FAIL: visible at 0.25, 0.75, 1.25 and 1.75 s was [true, true, true, true], expected [true, false, true, false]

Wait for a signal or a timeout: pass

The task: Write res://waiter.gd for Godot 4: a script extending Node with wait_for(sig: Signal, seconds: float) -> bool, a coroutine that waits until the signal is emitted or `seconds` of game time pass, whichever comes first, and returns true if the signal came first. The signal has no arguments.

Passed on the first try.

extends Node

class _Promise:
	signal finished(result: bool)
	var _done := false
	
	func resolve(res: bool) -> void:
		if not _done:
			_done = true
			finished.emit(res)

func wait_for(sig: Signal, seconds: float) -> bool:
	var promise := _Promise.new()
	
	var on_sig := func() -> void:
		promise.resolve(true)
		
	var on_time := func() -> void:
		promise.resolve(false)
		
	sig.connect(on_sig, CONNECT_ONE_SHOT)
	var timer := get_tree().create_timer(seconds)
	timer.timeout.connect(on_time, CONNECT_ONE_SHOT)
	
	var result = await promise.finished
	
	if sig.is_connected(on_sig):
		sig.disconnect(on_sig)
	if timer.timeout.is_connected(on_time):
		timer.timeout.disconnect(on_time)
		
	return result if result is bool else false

Questions

Is Qwen3.7 Max good at Godot?
On these 15 tasks it passed 13 on the first try and 14 after one fix. Each task is small and checked by running it, so the score says whether its Godot 4 code works, not how well it designs a game.