Flockbay is a free AI game maker built on Godot: a desktop app for Windows, macOS and Linux that hosts the full Godot editor with an AI agent and an MCP server built in. The agent writes GDScript and scenes into your Godot project, places props, builds rigged 3D models, finds plugins and playtests the game. The same app then goes on to cut trailers and Shorts from your real gameplay and draft your Steam page. It is built for developers making a Godot game they intend to ship and market, and it works with Godot 4.6+, GDScript and C#.
Building a game is two jobs that usually live in different tools: writing and debugging the game itself, and then convincing players to wishlist and buy it. Flockbay is designed around the loop that actually finishes a game - write, run, read what Godot reported, fix, play again - and around the marketing work that follows. Instead of leaving you with code you have not seen run, its agent plays the game with input events, reads the live scene tree, the profiler and Godot's errors, fixes what it finds and plays again. You judge the result by playing it. Once the game exists, the agent moves on to store pages, trailers, websites, social posts and ads, all drafted inside the same editor.
The editor is the real thing: the full Godot editor, opening in Minimal with Standard and Full one switch away, with Godot, standard and .NET, included. You choose the AI. Flockbay's own hosted AI is free to start, with a model menu that includes Demo (free to start), Auto (picks the model for each task), Claude Opus 5.5 as the recommended option, GPT-5.5 from OpenAI and Gemini 3.1 Pro from Google. Or bring your own AI: Claude Code on your Claude plan, ChatGPT through the bundled Codex engine on your ChatGPT plan, OpenRouter for 100+ models on your own key, or an agent over MCP such as Codex, Cursor or Gemini CLI. Your own agent is free - Flockbay sets no limit of its own, and your plan's limits apply.
Playtesting is where the agent closes the loop. It plays with input events, reads the live scene tree, the profiler and Godot's errors, fixes what it finds and plays again. A real tool call shows an agent running `flockbay_run_headless` on a script, which quit by itself with exit code 0 and reported 0 errors and 0 warnings. The page shows a worked example: a SCRIPT ERROR in `hud._drop_note()` occurring 14 to 35 times per scripted demo run, where signing an offer after the first morning's note had gone passed the freed note to a typed argument. The agent added an `is_instance_valid(note)` guard, and nine scripted demo runs afterwards produced 0 SCRIPT ERRORs. The agent sends input with `flockbay_game_input` and captures the viewport with `flockbay_game_screenshot`.
Content creation sits in the same editor. Blender is built in, so your agent models props and characters in it, and placeholder 3D models come from Tripo on your own key for you to swap out. A library of Godot add-ons lets the agent find and install plugins. ElevenLabs works with your own key for music, sound and voice, and your agent can make looping placeholder tracks in your game's style, saved into your project at `assets/Audio/Music`, for you to swap for your own. Paid plans add pictures and sound on every chat.
Every change is reviewable. The command palette (Ctrl/Cmd+Shift+P) reaches every action in the window by name, and `/model`, `/compact`, `/undo` and `/review` work at the start of a message while `@` adds a file or asset. Permission modes (Ctrl/Cmd+Shift+M) cover Plan mode, Ask before edits and Edit automatically, with Full access in the menu. Review changes lists every file a turn changed with Revert per hunk, per file and for the whole turn. A transcript view switches between Normal, Thinking and Verbose, chats can sit side by side, and you can open the project in VS Code, Cursor, Rider or Zed, or in Terminal at the game's folder. Command line flags include `--open-game` and `--your-own-agent on`, version control (Ctrl/Cmd+Shift+G) commits, pushes and pulls with Git and GitHub, and Flockbay's skills and hooks can be installed for Claude Code and Cursor.
What makes the approach distinctive is where the output lives. Your game stays a plain Godot 4 project on your own disk, on the official engine, not a fork, and it opens as a plain Godot 4 project in stock Godot. Games run locally on the copy of Godot bundled with the app - no streaming, no cloud rendering, no cloud building - and projects and assets are private. There are no royalties. An MCP server inside the editor exposes Godot tools to outside agents; Flockbay can print the `claude mcp add` or `codex mcp add` line, add the server to Cursor or VS Code, and a setup prompt asks your agent to check the connection and read the project before it changes anything.
For users, the outcome is a game that has actually been run and repaired rather than code that has only been written, and every file the AI touched can be reviewed, reverted hunk by hunk, and opened in stock Godot or your own editor whenever you want. The marketing side produces assets you would otherwise have to make by hand: a trailer cut from your own Play sessions with music and titles, Shorts with captions, a Steam page draft with copy, tags, capsules and content survey, a website with wishlist buttons and an email signup, and ads written and cut from your gameplay. Free covers the app, Godot and your own AI, plus free hosted AI to start and one free video in Video studio.
Use cases in the content show the range. Build logs document agents producing a 500-enemy horde with no enemy stuck, a six-legged walker, a physics truck on a mountain trail, a jump that feels like Celeste, a character controller for stairs and slopes, and a save that remembers everything. The team's own game, Shelf-Made Tycoon, is a cozy logistics tycoon on Godot 4.7 coming soon to Steam, used to illustrate a card that switched under the cursor, a drafted Steam page, a published website at shelf-made-tycoon.flockbay.app, a Short cut from a play session and a wishlist push before Next Fest running across Instagram, Facebook, TikTok, Reddit and YouTube at $40 a day.
Market research shows another workflow: the agent compares your idea with similar games on Steam - their prices, reviews and estimated sales - reading prices and reviews from Steam and estimating units as reviews multiplied by 30 to 60. In the example, 15 comparable games for a cozy warehouse tycoon are listed, the closest match is Wilmot's Warehouse at 96% positive and $14.99, and the suggestion is to launch at $14.99 with a 10-15% launch discount, holding $19.99 until there is more content. Flockbay requires 64-bit Windows with an Intel or AMD processor, Macs with Apple Silicon, or an x86_64 Linux AppImage on Ubuntu 22.04, Debian 12 or Fedora 39 (glibc 2.35) or newer, with a GPU supporting Vulkan 1.0 or OpenGL 3.3. There is no browser version, browser editor, browser preview or mobile app. Pricing is free ($0) with free hosted AI, your own Claude, ChatGPT or agent, every editor feature and one free video in Video studio; optional plans are Hobby at $20, Indie Developer at $60 and Studio at $200 a month, and Studio adds 20 social accounts, 8 ad accounts, 25 published websites and 100 live playtest links. There is no team, per-seat or enterprise plan.
Flockbay's value proposition is a single desktop app where a Godot game is written, playtested, repaired, reviewed and then marketed, with the project remaining an ordinary Godot project you own and can open in stock Godot at any time. The team states its intent plainly: it builds Flockbay for games worth playing - made with AI, played by people, and polished until they are beautiful.