Making games from OpenCode

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. There is no OpenCode integration to install. Flockbay ships one MCP server, OpenCode is an MCP client, and that is the whole of the connection.

No integration, just the protocol

It is worth being blunt about this before anything else. We have not built anything specific to OpenCode. There is no extension, no listing, no plugin, and nobody here has certified a version of it. What exists is that Flockbay ships one MCP server inside the desktop app, and OpenCode is a client that speaks MCP.

That is a weaker claim than a partnership and a more durable one. Nothing about the connection depends on us tracking someone else's release notes. Any client that speaks the protocol should be able to reach the same surface, and OpenCode happens to be one of the popular ones.

It also means behaviour will vary. Different clients handle long tool listings, errors and permissions differently, and we have not tested every one. The app and its own docs are the place to get the current connection details from; anything written here about flags or file contents would go stale and be worse than nothing.

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What your agent is actually calling

One server, with three jobs. It exposes the capability layer, which is the set of operations that describe a game rather than a file. It exposes the assets. And it reaches the game itself: an agent can edit it in the open Godot editor, run it, look at it and play it. Between them, an agent has something to call that is closer to the level a game is discussed at.

The contrast is with pointing a terminal agent at a bare Godot project directory, which many people have tried. What the agent finds there is a folder of scenes, resources and scripts, with the meaning of the game distributed across all of them and written down nowhere. It can read and edit, competently, and it will still be inferring what a scene is for on every single turn.

The capability layer is the difference between an agent editing files that happen to make a game and an agent operating a game. That is the part that took the work, and it is the part that is worth pointing OpenCode at.

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Judging the world is the half your agent does not do

You shape the world by hand with the builder, a set of tools around the Godot editor's own 3D and 2D view. What that involves follows from the one question a new project asks before it will create anything: 2D or 3D. In a 3D project it is terrain, water, weather, buildings, characters and where they stand. In a 2D project it is ground painted a cell at a time — the tiles, the edges and the collision all fall out of which cells you covered — and sprites put at the exact position, turn and size you want. An agent can call the same world tools, whether it is Flockbay's own AI or your agent in a terminal, but the eye that decides the world is right is yours.

So a session is two windows, not one. The app is open in front of you and you are building in it. OpenCode is beside it, writing the behaviour. If you were expecting a workflow where you never leave the terminal and a world assembles itself, that is not this, and no amount of protocol makes it that.

The upside of the split is that the two halves fail separately. When the world looks wrong you fix the world, directly, in seconds. When the behaviour is wrong you say so to the agent. Neither problem hides inside the other, which is the usual reason a long agent session goes sideways.

When Flockbay is the better idea

Flockbay ships in the app and writes GDScript into the project. It is aimed at the capability layer already, so there is nothing to connect and nothing to keep working. For most people it is simply the shorter path and it is the one we would suggest first.

Bringing OpenCode is worth it when you have real reasons: you want your own model choice, you already have a working set of habits in the terminal, or you are doing something around the game as well as inside it and would rather one agent held the whole thing. Those are good reasons. "I have a terminal open anyway" is a weaker one.

You can also do both. Nothing forces a choice, and using Flockbay for most of the work while driving the app from OpenCode for the parts you care about is a perfectly reasonable way to work.

What you need running

Flockbay is a desktop application for Windows, and Godot ships inside it, so there is no separate engine install. The project it operates on is a real Godot project in a folder on your machine. When you press play the game runs locally on that bundled Godot.

Connecting your own agent over MCP is free. The platform is free, including the whole builder. What Flockbay costs has the detail. The engine and the capability layer are the same either way.

Building needs an internet connection, because asset generation and world data come over the network. That stays true no matter where your agent or your model is running. Playing what you have built does not need the connection.

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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 OpenCode 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 opencode.json in your game’s folder, or to ~/.config/opencode/opencode.json for every project.

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{
  "mcp": {
    "flockbay-stage": {
      "type": "local",
      "command": [
        "<node>",
        "<coordinator>",
        "--external-stage-mcp"
      ],
      "environment": {
        "FLOCKBAY_LOCAL_STAGE_CAPABILITY_AUTHORITY_DESCRIPTOR": "<descriptor>"
      },
      "enabled": true
    }
  }
}

Questions

Is there an official OpenCode integration?
No. Flockbay ships one MCP server and OpenCode is an MCP client. There is nothing bespoke on either side, and we have not tested every client.
Where do I find the connection details?
In the Flockbay app: account menu, MCP connection, pick OpenCode, Copy. The end of this page shows the same setup with the paths as placeholders.
Does my agent build the world too?
It can shape it through the world tools, the same operations the builder gives you by hand. That does not change based on which agent you use. Judging whether the world is right stays with you.
Do I need to pay for this?
No. Connecting your own agent is free. You pay your agent's provider for the model; Flockbay charges nothing for the connection.
Can I still use Flockbay?
Yes, and for most work it is the simpler path. Using your own agent instead, or alongside, is supported rather than exclusive.
Does this work offline?
No. Building needs an internet connection because asset generation and world data come over the network. Running the finished game does not.