Making games from Goose
By Eduardo Orellana · Updated
Flockbay is free on your own Claude or ChatGPT plan. Claude Pro or Max, or ChatGPT Plus or higher, builds a real Godot project in the Godot editor. Claude Free and ChatGPT Free do not run here. More models are optional, a credit reload at API prices. Windows today. The engine is the official Godot release. Goose is built around MCP and is deliberately model-agnostic. Flockbay ships one MCP server inside the desktop app, so it can appear as one more thing your agent knows how to call, next to everything else you already gave it.
One more server among the ones you already have
The way Goose is put together makes this straightforward to picture. You add capabilities by adding servers, and the agent works out what it can call. Flockbay ships one of them inside the desktop app, and it carries the capability layer, the assets, and the game itself, which it can edit in the open Godot editor, run, look at and play.
That means the game engine does not have to be a separate world you switch into. It can sit beside whatever else you have connected, and an agent can move between them in a single piece of work. Pull a reference from somewhere, put something into the project, come back. Nothing about the protocol prevents that.
We should say what this is not. There is no Goose extension we publish, no listing we maintain, and no partnership. We speak MCP, Goose speaks MCP. Any client that speaks it should work, and we have not tested every one, so expect behaviour to differ.
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Model-agnostic is the interesting part
Goose lets you swap the model underneath, which makes it a good place to notice something we care about a lot. The quality of what an agent produces against a game engine depends less on the model than people assume, and much more on what the model is being asked to invent.
Point an agent at a bare Godot project and it must invent almost everything: how a scene is meant to be structured, what belongs where, how terrain and water and weather relate in a 3D world, or which of a tile's neighbours decide whether it is drawn as an edge in a flat one. That is where a stronger model appears to help, because it is guessing more skilfully. Guessing skilfully is still guessing.
The capability layer removes the guess. Operations are stated at the level a game is described in, and each one is code that already works. Composing against that is a smaller job, and a smaller job is one a cheap model can do reliably. We are not going to tell you which model to run. We will say that the layer is doing more of the work than the choice is.
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Where composing across tools stops helping
It is worth tempering the appeal of a single agent that can reach everything. Connecting more servers gives an agent more to consider on every turn, and the practical effect is often a slower, less decisive agent rather than a more capable one. If a session is about the game, a narrow set of tools tends to go better.
The other limit is the one that does not move: judging the world is yours. You shape it with the builder, a set of tools around the Godot editor's own 3D and 2D view: terrain, water, weather, buildings and characters if you picked 3D when you created the project, tile ground dragged into place and sprites set down on it if you picked 2D. Goose can call the same world tools, but you are the one who looks at the result and decides. That is the part where taste is the input and where a sentence is a worse instrument than your own hands.
And you are the one who says whether the game is right. You play it, you find what is wrong, you go back in. That loop is the normal shape of the work here.
What it costs and what it needs
The Flockbay download is free, and so is the whole builder; Flockbay inside the app is free on your own AI. Connecting your own agent over MCP is free. The engine is the same either way.
Flockbay is a desktop application for Windows. It is downloaded and installed, with its own copy of Godot inside it, so there is no separate engine to set up and no browser version. The project is a real Godot project in a folder on your machine, which is why an agent can work on it at all.
Building needs an internet connection, because the AI, asset generation and world data come over the network. That is true whether the model is running on your machine or somewhere else. Playing a game you already built does not need it.
The setup is at the end of this page. The Flockbay app writes it with your own paths filled in, which is why you copy it from there rather than type it.
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Connecting it is one paste
The Flockbay app writes this for you with the real paths filled in: open the account menu, choose MCP connection, press Turn on, pick Goose and press Copy. The three paths are specific to your machine and stay the same from one sitting to the next, so you paste it once. Below is the shape, with the paths as placeholders.
Add it to ~/.config/goose/config.yaml, under the extensions you already have.
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extensions:
flockbay-stage:
name: flockbay-stage
type: stdio
cmd: '<node>'
args:
- '<coordinator>'
- '--external-stage-mcp'
envs:
FLOCKBAY_LOCAL_STAGE_CAPABILITY_AUTHORITY_DESCRIPTOR: '<descriptor>'
enabled: true
timeout: 300Questions
- Does Goose work with Flockbay?
- Flockbay ships an MCP server and Goose is an MCP client, so it should. We have not tested every client and behaviour varies between them.
- Is there a Goose extension for it?
- No. There is no extension we publish and no listing we maintain. The connection is the shared protocol and nothing else.
- What does it cost?
- Connecting your own agent is free. You pay your agent's provider for the model; Flockbay charges nothing for the connection.
- Which model should I run underneath?
- Your choice, and we will not rank them. The capability layer is built so that a cheaper model composes reliably rather than inventing everything from nothing.
- Can the agent build the world?
- It can call the world tools: shape terrain, add water, set the sky and weather, set up the player and place objects. You judge the result, and anything can be moved by hand with the builder in the Godot editor.
- Is Flockbay open source?
- Godot underneath is open source and your project is a real Godot project. Flockbay itself is the capability layer and the app on top of it.
Related
- Connect your own agent
- Making games in OpenCode
- Making games with local LLMs
- MCP game development
- Godot AI agent
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