The MCP that understands your Godot project

Other MCPs give AI hands. GodotIQ gives it a brain.

Spatial intelligence Code understanding Flow tracing

36 tools · 22 free + 14 Pro · local-first

Your project files stay on your machine.

POC · BUILT WITH GODOTIQ

Built by an agent, in a few hours

A few-hours experiment. An agent used GodotIQ to build a complete survivor-like — not me, writing code by hand. If it looks rough, that's because rough was the goal: a snippet, not a product.

  • Wave system and bosses
  • Upgrade cards and meta progression
  • Full audio and shaders
  • Built by an agent via GodotIQ, not written by hand
  • Graphic assets from free online packs

Visuals from free asset packs — the point is the systems, not the look.

Couldn't load the demo.

Arrow keys or WASD to move. Mouse to aim. Press Escape or the Exit button to close.

Spatial
Before

Agent places object at (2,0,0). Result: inside a wall. 10 iterations to fix.

After

Agent calls godotiq_scene_map — knows walls, floors, navmesh. Validated placement, first try.

Signals
Before

Agent edits a signal. 5 systems break silently.

After

Agent calls godotiq_impact_check — sees 18 dependents. Changes safely.

Flow
Before

UI shows "Unknown". Agent greps for 30 minutes.

After

Agent calls godotiq_trace_flow — follows data from DB to manager to UI. Found.

What makes GodotIQ different

Spatial Intelligence

godotiq_scene_map, godotiq_placement, godotiq_spatial_audit

Knows WHERE things are

Code Understanding

godotiq_dependency_graph, godotiq_signal_map, godotiq_impact_check, godotiq_validate

Knows HOW things connect

Flow Tracing

godotiq_trace_flow

Follows the WHOLE chain

Visual Debugging

godotiq_camera, godotiq_screenshot (editor+game)

Sees what the player sees

Project Memory

godotiq_project_summary, godotiq_file_context

Survives context compaction

Token Optimization

detail: brief/normal/full

80% fewer tokens on routine ops

GodotIQ vs. The Rest

Spatial intelligence
Dependency analysis
Signal flow tracing
Convention validation
Project memory
UI mapping
Token optimization
Editor screenshots
Game screenshots
Run/stop game
Edit nodes/scripts
Works without addon
Community & addon MIT
1,446 Automated tests
See full comparison
Feature GodotIQ Raw API Basic File-Only
Spatial intelligence
Dependency analysis
Signal flow tracing
Convention validation
Project memory
UI mapping
Token optimization
Editor screenshots
Game screenshots
Run/stop game
Edit nodes/scripts
Works without addon
Community & addon MIT
Automated tests 1,446 ? 0 0

Get started in 3 minutes

1

Install GodotIQ

One package, zero config. MCP clients use uvx (auto-installs). For manual or CI setups: pip install godotiq.

# MCP clients (recommended)
uvx godotiq

# Manual / CI
pip install godotiq
2

Configure your MCP client

Add GodotIQ to your AI assistant. Swap in your project path; we'll substitute the placeholder.

~/.claude/mcp.json or via CLI bash
claude mcp add godotiq -- env GODOTIQ_PROJECT_ROOT=<REPLACE_WITH_YOUR_GODOT_PROJECT_PATH> uvx godotiq

macOS/Linux: pwd · Windows PowerShell: (Get-Location).Path

Omit GODOTIQ_LICENSE_KEY to use Community. Add your license key to unlock the 14 Pro intelligence tools.

3

Start building

Ask your AI assistant anything about your Godot project.

"Analyze my project"
"Where should I put this printer?"
"What breaks if I change this signal?"

36 Tools, 11 Categories

From spatial analysis to runtime bridge — every tool your AI needs to understand and control Godot.

Bridge 18 tools
godotiq_editor_context addon

Call FIRST alongside project_summary. Returns editor state: open scenes, selected nodes, is game running, project path.

> godotiq_editor_context
  Scene: main.tscn, 3 selected, game: stopped
godotiq_scene_tree addon

Live editor scene tree with actual state: transforms, scripts, groups, visibility. Unlike scene_map (reads .tscn from disk), this reads the editor's live state.

> godotiq_scene_tree --depth 3
  Main → World → Player (pos: 3,1,0) → Camera3D
godotiq_node_ops addon

Core scene editing tool. Batch operations with Ctrl+Z undo: move, rotate, scale, set_property, add_child, delete, duplicate, reparent, rename, get_property. All ops in one call = one undo action.

> godotiq_node_ops [{op: "move", node: "Shelf", position: [2,0,3]}]
  ✓ Shelf moved to (2, 0, 3) — Ctrl+Z to undo
godotiq_build_scene addon

Create multiple nodes in a scene using high-level patterns. One call = many nodes with Ctrl+Z undo. Modes: grid, line, scatter, explicit list.

> godotiq_build_scene --grid {rows: 3, cols: 4, scene: "res://shelf.tscn"}
  ✓ 12 nodes created in grid pattern
godotiq_save_scene addon

Persist editor changes to disk. Call after node_ops or any scene modifications.

> godotiq_save_scene
  ✓ Saved main.tscn
godotiq_script_ops

Read, write, or patch GDScript files with convention validation. Patch mode (find-and-replace) is safest.

> godotiq_script_ops --op read --path Player.gd
  class_name Player extends CharacterBody3D (42 lines)
godotiq_file_ops

Filesystem operations: list, read, write, move, delete, search, tree, uid_to_path, path_to_uid, rename with reference updates. Respects protected files from .godotiq.json.

> godotiq_file_ops --op list --path res://scenes
  5 files: main.tscn, level1.tscn, menu.tscn...
godotiq_exec addon

Execute GDScript code. Last resort, prefer dedicated tools. Code MUST contain 'func run():'.

> godotiq_exec "func run():
  return Engine.get_version_info()"
  {major: 4, minor: 3}
godotiq_run addon

Start or stop the Godot game. Must call play before using any game-side tools.

> godotiq_run --action play --scene main
  ✓ Game started (scene: main.tscn)
godotiq_input addon

Simulate player input in the running game: actions, keys, UI taps, waits. Supports signal verification and side-effect tracking.

> godotiq_input [{actions: ["move_left"], hold_ms: 500}, {wait_ms: 200}]
  ✓ 2 commands executed, 0 errors
godotiq_screenshot addon

Visual verification of the game or editor viewport. Use scale=0.25, quality=0.3 for token-efficient checks.

> godotiq_screenshot --viewport editor --scale 0.25
  Captured 480×270 webp (12KB)
godotiq_camera addon

Editor 3D camera control: get current position, reposition, or focus on a node. Editor-side, no game needed.

> godotiq_camera --action focus_node --node Player
  Camera focused on Player at (3, 1, 0)
godotiq_state_inspect addon

Query runtime property values. Cheaper than screenshots for checking state. Supports autoload lookup, node paths, nested properties, method calls.

> godotiq_state_inspect [{autoload: "EconomyManager", properties: ["balance"]}]
  EconomyManager.balance = 1500
godotiq_perf_snapshot addon

FPS, draw calls, memory, node count from the running game.

> godotiq_perf_snapshot
  60 FPS, 142 draw calls, 12.4MB texture memory
godotiq_watch addon

Persistent property monitoring. Start watching, then read accumulated changes over time.

> godotiq_watch --action start --watches [{node: "Player", properties: ["position"]}]
  ✓ Watching Player.position (500ms interval)
godotiq_undo_history addon

Review what was changed. Shows undo/redo state and recent GodotIQ action history.

> godotiq_undo_history
  Last: "Move Shelf" — can undo: true, can redo: false
godotiq_check_errors addon

Check GDScript files for compilation/parse errors.

> godotiq_check_errors --scope scene
  ✓ 0 errors in 12 scripts checked
godotiq_verify_motion addon

Verify a node property changes over time (proves movement/animation). Takes two snapshots separated by a sleep and compares values.

> godotiq_verify_motion --node Player --duration 2.0
  Verdict: MOVING — position changed (0,1,0) → (3,1,2)
Spatial 3 tools
godotiq_scene_map PRO

Spatial understanding of a .tscn scene: positions, distances, directions, bounds. Call before placing or moving 3D objects.

> godotiq_scene_map main.tscn --focus Player --radius 10
  Player (0,1,0) → Shelf (2,0,3) 3.2m east → Door (5,0,0) 5.1m east
godotiq_spatial_audit PRO

Automated 3D scene linter: floating objects, scale mismatches, z-fighting, overlapping instances, extreme positions.

> godotiq_spatial_audit main.tscn
  ⚠ 2 floating objects, 1 scale mismatch, 0 z-fighting
godotiq_placement PRO

Find safe placement positions for new objects. Checks Marker3D slots first, then grid-searches with wall/overlap validation. Up to 3 suggestions with confidence scores.

> godotiq_placement --near Printer --object_type shelf
  Suggestion 1: (4.2, 0, -1.8) confidence: 0.95 ✓ marker slot
Code 4 tools
godotiq_dependency_graph PRO

Complete dependency graph: signals emitted, listeners, imports, reverse deps, impact rating. Call before refactoring.

> godotiq_dependency_graph Player.gd
  Player.gd → Health.gd → UI/HUD.tscn (impact: high)
godotiq_validate PRO

Convention check: missing type hints, missing class_name, orphan signals, naming violations.

> godotiq_validate
  ✓ 42 rules passed, ⚠ 2 warnings (missing type hints)
godotiq_signal_map PRO

Project-wide signal wiring: who emits, who listens, orphan/missing signals.

> godotiq_signal_map
  health_changed: Player.gd emits → HUD.gd, GameManager.gd
godotiq_impact_check PRO

Predict what breaks BEFORE making a change. Returns affected files, callers, risk level, safe alternatives.

> godotiq_impact_check Player.gd
  7 files affected, 3 signals, risk: high
Animation 2 tools
godotiq_animation_info

Animation data for any node: tracks, keyframes, length, looping, state machine transitions.

> godotiq_animation_info Player.tscn
  3 animations, 24 keyframes, idle: 1.2s loop, run: 0.8s loop
godotiq_animation_audit PRO

Find animation problems: broken tracks, missing transitions, wrong loop settings, unreferenced animations.

> godotiq_animation_audit
  ⚠ 1 broken track, 1 missing transition idle→jump
Flow 1 tool
godotiq_trace_flow PRO

Trace execution flow from a function or signal through the entire codebase. Returns chain of calls, signal emissions, failure points.

> godotiq_trace_flow start_print_job --depth 10
  PrintManager._ready → queue_job → Worker.execute → done signal
Assets 2 tools
godotiq_asset_registry PRO

Complete asset inventory: find unused assets, missing references, assets by type.

> godotiq_asset_registry
  124 assets: 48 textures, 32 audio, 3 unused, 1 missing ref
godotiq_suggest_scale PRO

Recommend scale + position for a model based on similar assets in the scene.

> godotiq_suggest_scale printer.glb --scene main.tscn
  Recommended: scale (1,1,1), position (4,0,2) based on 3 similar
Memory 2 tools
godotiq_project_summary PRO

Architecture overview, autoloads, conventions, file counts. Call FIRST in every session.

> godotiq_project_summary
  48 scripts, 23 scenes, 5 autoloads, 156 signals mapped
godotiq_file_context PRO

Deep context for a file: public API, dependencies, signals, who imports it, scene usage. Call BEFORE editing any file.

> godotiq_file_context Player.gd
  12 deps, 4 signals, used in 3 scenes, 8 importers
UI 1 tool
godotiq_ui_map addon

Map all UI elements on screen: positions, text, interactivity, visibility. Call BEFORE godotiq_input to know what's on screen.

> godotiq_ui_map
  HUD → HealthBar (10,10) → Label "HP: 100" → Button "Shop"
Navigation 1 tool
godotiq_nav_query addon

Live pathfinding via NavigationServer3D. "Can A reach B?" Returns path, distance, reachability, navmesh status.

> godotiq_nav_query --from_node Player --to_node Exit
  ✓ Reachable, distance: 28.4m, 12 waypoints
Utility 1 tool
godotiq_ping

Health check tool. Returns server status and version.

> godotiq_ping
  GodotIQ v0.5.1
  server: healthy
  tools loaded: 36 (22 community + 14 pro)
  license: pro (active)
  bundle: cached
Visual 1 tool
godotiq_explore PRO

Autonomous visual inspection via drone camera. Tour mode clusters nodes into areas and captures overview screenshots. Inspect mode visits specific positions.

> godotiq_explore main.tscn --mode tour
  4 areas found, 127 nodes, 8 screenshots captured

Works with your favorite AI tools

Claude Code
Claude Code
Codex
Codex
Cursor
Cursor
Windsurf
Windsurf
VSCode Copilot
VSCode Copilot
Claude Desktop
Claude Desktop
Zed
Zed
Trae
Trae
Continue
Continue
+
Any MCP Client

Install for your AI client

Pick your client, copy the snippet, and start using GodotIQ in under 30 seconds.

~/.claude/mcp.json or via CLI bash
claude mcp add godotiq -- env GODOTIQ_PROJECT_ROOT=<REPLACE_WITH_YOUR_GODOT_PROJECT_PATH> uvx godotiq

macOS/Linux: pwd · Windows PowerShell: (Get-Location).Path

Omit GODOTIQ_LICENSE_KEY to use Community. Add your license key to unlock the 14 Pro intelligence tools.

Already bought Pro?

  1. Toggle Pro in the snippet above and drop in your license key.
  2. Restart your AI client.
  3. Run godotiq auth status to confirm.
  4. Something wrong? Head to Manage or Troubleshooting.

Simple, One-Time Pricing

Most Popular

GodotIQ Pro

$19 one-time

All future versions included.

Activate on any device. Free up a slot by deactivating another.

  • All 36 tools: 22 free + 14 Pro intelligence tools
  • 14 Pro intelligence tools: spatial analysis, code understanding, flow tracing, project memory, asset management, animation auditing, visual inspection
  • Token optimization (brief/normal/full detail levels)
  • All future versions included
  • Compatible with Godot 4.x
  • Works on Windows, macOS, Linux
  • Only 4 runtime dependencies (mcp, websockets, httpx, platformdirs)
Buy Pro →

GodotIQ Community

Free

22 tools for raw operations — no license needed.

  • 22 free tools for raw operations: scene editing, game control, screenshots, scripts, filesystem
  • Scene editing, visual debugging, runtime monitoring, editor integration, I/O
  • godotiq_animation_info + godotiq_ping included free
  • Community package & addon are MIT
  • Great for building and controlling Godot projects with AI

Why free + paid? The 22 free tools give you raw operations: scene editing, game control, screenshots, scripts, filesystem. The 14 Pro tools add the intelligence layer: spatial analysis, code understanding, flow tracing, project memory, asset management, animation auditing, visual inspection. You get the hands for free. The brain costs $19.

Frequently Asked Questions

What's in the free version vs paid? +
Free = 22 tools for raw operations (scene editing, game control, screenshots, scripts, filesystem, animation data). Pro = all 36 tools, adding 14 intelligence tools (spatial analysis, code understanding, flow tracing, project memory, asset management, animation auditing, visual inspection).
Does GodotIQ work without the Godot addon? +
Yes! 18 tools work from the filesystem alone (4 free + all 14 Pro), no Godot running needed. The addon enables the other 18 runtime bridge tools for live editor/game interaction.
Which Godot versions are supported? +
Godot 4.x (4.0.x, 4.1.x, 4.2.x, 4.3.x, 4.4.x). The addon is pure GDScript, no compilation needed. Works on Windows, macOS, Linux.
Is this affiliated with Godot Engine? +
No. GodotIQ is an independent project. Not affiliated with or endorsed by the Godot Engine project.
How is this different from other Godot MCPs? +
Most Godot MCPs are raw API wrappers that give AI hands to click buttons. GodotIQ adds intelligence: spatial understanding, code analysis, flow tracing, convention validation, project memory. Works with Claude Code, Codex, Cursor, Windsurf, VS Code Copilot, and any MCP-compatible stdio client. Community package & addon are MIT, pure GDScript (no C++ binary), 1,446 automated tests, 4 runtime dependencies (mcp, websockets, httpx, platformdirs).
Can I use this commercially? +
Yes. The free tier is MIT licensed. The Pro tier is a per-developer license — use it on any commercial or personal project. All future versions included.
How many machines can I use my Pro license on? +
Activate on any device. Free up a slot by deactivating another. Manage your active device at /manage/.
Do I get updates? +
Yes. One payment — all future versions included. New tools, improvements, and bug fixes.
Refunds? +
Refunds are case-by-case — email [email protected]. If GodotIQ doesn't work for you, we'll make it right.
What does GodotIQ collect about my project? +
Your project files stay on your machine. See /how-licensing-works/ for the full disclosure.
Is there a Discord? +
Not yet — use [email protected] for now.