An honest answer about "unlimited" AI game making

By Eduardo Orellana · Updated

Nobody offers genuinely unlimited AI. What varies is how much of the tool depends on it. In Flockbay the AI builds the world and writes the code, on free hosted usage each day or on your own account, and playing, judging and any change you make by hand use none of it. Flockbay is free, AI included: free hosted AI every day, or your own Claude, ChatGPT, agent or API key. It runs on Windows and Linux, on the official Godot engine.

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Why "unlimited" is the wrong thing to search for

Every AI request costs the company running it real money, every time. A tool advertising unlimited AI is either about to change its pricing, silently degrading the model when you use it a lot, or defining "unlimited" against a rate limit written somewhere you have not read yet.

We are not going to claim it. Flockbay is free, AI included: free hosted AI every day, or your Claude or ChatGPT plan, your own agent, or an API key. The free hosted AI is a daily allowance that comes back the next day. On your own AI the meter is your provider's, not ours, and it is exactly as generous as the plan or balance you have with them.

The more useful question is not "is it unlimited" but "how much of the work needs the meter at all". That answer is different here than in a tool where every single change goes through a prompt.

More on this: Make a game with AI for free: what free actually gets you

Playing, judging and changes by hand have no meter

Changes you make by hand. The world tools Flockbay builds with are also buttons around the Godot editor's own 3D and 2D view: Sculpt, Paint, Plants, Place, Water, Sky and Weather in 3D; Paint, Place and Player controller in 2D. Moving a hill, repainting a ledge or nudging one tree is local work on your machine, with Godot's undo, and it uses no AI at all. You never have to touch them, but every taste call you make that way is one you did not spend a request on.

Playing your game. Flockbay ships with Godot inside it and your game runs locally when you press play. Testing a build twenty times in an evening costs nothing, which matters because testing repeatedly is how a game gets good.

The project itself. There are no per-project limits, no export gate, no watermark on what you made. Your project is a real Godot project sitting in a folder on your disk.

The AI's turns use the meter, and one turn does a lot

Flockbay's AI asks the questions, writes the brief, builds the world from it, writes the GDScript in your project, and plays the game to check its own work. Each of those turns uses your free daily allowance or your own AI. Flockbay builds from a library of ready-made objects, or with Godot's own shapes, and generated pictures and sound run on the same usage.

This is why the brief matters commercially as well as creatively. A tool that builds straight from a sentence and then has to be talked out of its guess spends usage on every correction. Here the questions come first, so the first build is the one you approved. And for a small spatial fix, a tool where the only way to move a rock is to ask an AI to move it will burn through any allowance quickly, and it is also a worse way to move a rock. Here you can drag it.

Building always needs an internet connection for the same reason. The AI, generation and world data are network services. Playing what you already built does not need one.

More on this: Free, no code, and still an engine rather than a toy

Specific requests and played changes stretch your usage

Be specific. "Make the enemies smarter" spends a request and comes back with a guess. "When the player is behind cover, enemies should flank instead of walking forward" spends the same request and comes back with something you can judge. Vagueness is the main way people waste usage.

Play before you ask again. The instinct is to fire three requests and then look. It is cheaper and faster to change one thing, play it, and know what the change actually did.

Make the taste calls by hand when they are small. If the fix is that a doorway is in the wrong place, drag the doorway in the Godot editor. Asking for it works too, but it costs usage you could spend on the parts a drag cannot do.

It suits someone coming back to one game, evening after evening

A few evenings are enough to find out whether the loop suits you: approve a brief, let Flockbay build it, play it, judge it, say what is wrong. That is the whole product in miniature and you should decide on the basis of it rather than on a feature list.

It suits somebody working on a game regularly — evenings, weekends, a project they intend to finish. The free hosted AI comes back each day, and on your own AI Flockbay charges nothing for what it builds. Pictures and sound run on the free AI. A 3D model uses your own Tripo key. It is free for one person or a team.

Questions

So there is no unlimited plan?
Not for AI usage: the free hosted AI comes back the next day and is not unlimited, and your own AI has your provider's limit, and we would rather say so than write "unlimited" and put the qualification in a footnote. Playing your game and changing the world by hand in the editor are not metered at all.
Can I get a smarter AI?
The free hosted model is the default. On your own AI, Flockbay runs on the model you pick: your Claude or ChatGPT account's models, or any model your API key reaches. Flockbay is free either way.
Do I lose my project if I run out?
No. The project is a Godot project on your own disk, and the game runs locally on the copy of Godot that ships with the app.
Are there credits for exporting or publishing?
No. There is no export gate and no watermark, and Export makes a native Windows build. The part with a meter is the AI, which is the part that costs money to run.
Can I use it offline to save usage?
Building needs an internet connection because the chat, asset generation and world data come over the network. Playing what you built does not.