Making games with Kilo Code and Flockbay
2 min read
By Eduardo Orellana ·
Kilo Code is an open-source coding agent for VS Code that supports MCP servers, including local ones. That lets it drive Flockbay, the Godot editor, the running game and the world tools, alongside the code it already writes. Here is the setup, step by step.
What Kilo Code is
Kilo Code is an AI coding agent that runs in VS Code. You bring your own model, and it can use MCP servers configured in a kilo.jsonc file, globally or per project.
Step 1: turn on the connection in Flockbay
Open the account menu in the app, choose MCP connection and press Turn on. Pick Kilo Code in the dialog and press Copy.
Step 2: add Flockbay to kilo.jsonc
The dialog writes it in the shape Kilo Code reads: a local server under the "mcp" key, a "command" array and an "environment" object, with your own paths filled in. Add it to ~/.config/kilo/kilo.jsonc, or to kilo.jsonc in your game's folder. This is the shape, with the paths as placeholders:
Kilo Code's docs give a default timeout of 10 seconds for local servers. If the first connection is slow, raise the timeout.
More on this: Godot MCP: connect Claude Code, Codex or Cursor to your Godot game
{
"mcp": {
"flockbay-stage": {
"type": "local",
"command": [
"<node>",
"<coordinator>",
"--external-stage-mcp"
],
"environment": {
"FLOCKBAY_LOCAL_STAGE_CAPABILITY_AUTHORITY_DESCRIPTOR": "<descriptor>"
},
"enabled": true
}
}
}Step 3: check the connection
In Kilo Code, ask the agent to list its tools. Flockbay's tools should appear: the editor and running-game tools, and six world tools for terrain, water, environment, weather, the player controller and props.
Ask for one small change and look at it in the Flockbay app, where your agent's work appears in a chat named "Your agent".
Working with code and world together
Kilo Code can edit the project through the open Godot editor, with undo, playtest the running game, and call Flockbay's world tools. Keep those in separate steps: shape the world, playtest, then change the code.
Leave the Godot editor open. Flockbay's editor tools work through it, so each change is one Ctrl+Z; ask Kilo Code to use them rather than write scene files directly, which a save from the editor can overwrite.
What still needs internet, and what it costs
Flockbay needs a connection to build. Connecting your own agent over MCP is free. Your model costs are separate and yours.
More on this: Making games with local LLMs
What we have and have not tested
The command shape comes from the Flockbay app's own code and the config format from Kilo Code's documentation. We have not tested this pairing end to end. If it does not connect, the Claude Code or Codex command from the dialog is the supported route.
Keep reading
Reuse the parts of Flockbay's Claude Code line in a local server entry in kilo.jsonc.
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