Connect your own agent

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. Flockbay is the agent in the box. If you already have one you trust, Flockbay can be driven by it instead, over MCP, from your own machine.

What is actually exposed

One MCP server ships inside the desktop app. Through it an agent reaches the capability layer — the operations that describe a game rather than a file: terrain, water, sky, weather, the player and placed objects. It also reaches the assets, and the game itself, which it can edit in the open Godot editor, run, look at and play. An MCP-capable agent running on the same machine can call all of it.

This is a shipped feature rather than a plan, and there is a serving-contract test that keeps it honest, because a tool surface that quietly drifts is worse than no tool surface. What is not shipped, and never will be, is a bespoke integration with any particular agent product. We speak MCP. They speak MCP. That is the entire arrangement, and it is why we are not in the business of tracking anyone else's release schedule.

The practical caveat that follows: behaviour varies by client. Different agents handle tool discovery, errors, permissions and long-running calls differently, and we have not tested them all. Any client that speaks the protocol should be able to connect; how pleasant it is depends on the client.

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Why you would want to

The strongest reason is that you have a working setup and do not want a second one. If you already run an agent daily, know its habits, know when it is about to do something silly, and have your own model preference, that accumulated familiarity is worth keeping. Switching to a different agent for one part of your week has a real cost.

The second reason is scope. Sometimes the game is not the whole job. If your agent is already handling the repository, the build, the notes and the release, having it also reach into the engine keeps one thing in one place.

The third is control over the model itself, including running it on your own hardware. That works, with an important caveat covered on the local model pages: it does not make Flockbay offline. Asset generation and world data still go over the network.

What connecting an agent does not change

The world is still yours to judge, in either kind of project. In 3D that is terrain, water, weather, buildings, characters and where they stand; in 2D it is the tile ground you drag out and the sprites you place on it. You can shape it by hand with the builder, a set of tools around the Godot editor's own 3D and 2D view, and an agent can call the same world tools. Either way you are the one who plays it and decides whether it is right.

The project is still a real Godot project in a folder on your disk. Nothing about the agent path produces a different artefact, a proprietary format, or a project that only opens in one tool.

The game still runs locally when you press play, on the copy of Godot that ships inside the app. No streaming, no browser preview. And you still judge the result — play it, decide whether it is right, say what is wrong. That loop is the same whichever agent is on the other end of it.

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When Flockbay is the better answer

Most of the time. Flockbay is aimed at the capability layer already, ships in the app, and has nothing to connect, configure or keep working when something upstream changes. If you do not have a strong existing attachment to another agent, this is simply the shorter route to a game.

It is also the better answer if the reason you are here is curiosity rather than a problem. Connecting an external agent adds a moving part. Moving parts are worth it when they solve something and a nuisance when they do not.

The two are not exclusive. Using Flockbay for the bulk of the work and your own agent for the parts where you want your own model is a normal way to work, and nothing in the app pushes you to pick.

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Access, cost and where to get the details

Connecting your own agent over MCP is free.

Flockbay is a desktop application for Windows. Godot ships inside it, so there is no separate engine install, and the agent connects locally on your machine rather than to anything of ours.

The connection details live in the app and its documentation, and deliberately not on this page. Config file contents and command names change; a stale snippet on a marketing page is worse than a pointer to the current one.

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Questions

Which agents are supported?
Any that speak MCP. We have no bespoke integration with any of them, no plugin and no marketplace listing, and we have not tested every client. Behaviour will vary.
Is this bring-your-own-key?
It is bring-your-own-agent. Your agent runs where it already runs, with whatever credentials and model it already has. We never hold a key of yours.
What does the agent get to call?
One MCP server, which ships inside the app. It carries the capability layer, the assets, and tools that edit the game in the open Godot editor, run it, look at it and play it.
Does connecting my own agent replace Flockbay?
Only if you want it to. Flockbay stays available and remains the simpler path for most work.
How much does it cost?
Connecting your own agent is free. You pay your agent's provider for the model; Flockbay charges nothing for the connection.
Can I build without an internet connection this way?
No. Asset generation and world data come over the network regardless of where your agent or model runs. The finished game runs locally without a connection.