Making games from Cursor
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. There are two separate things you can do here, and it helps to keep them apart. Cursor can open the project, because it is a real Godot project on disk. Cursor can also call Flockbay over MCP, because both speak the protocol. Neither is a bespoke integration.
The project is just files, which is most of the answer
Flockbay writes a real Godot project into a folder on your machine. Scenes, resources, GDScript. Nothing is stored in a proprietary format and nothing lives on a server you cannot reach. So the first and least exotic thing Cursor can do is open that folder and behave exactly as it behaves on any other codebase.
That already covers a lot of what people mean when they search this. Reading the code Flockbay wrote. Renaming things. Chasing a bug through three scripts. Adding version control and getting a diff you can actually review. None of it requires anything from us beyond the property that the output is an ordinary project, which it is.
It is worth saying that this path costs nothing extra and involves no protocol at all. If that is what you wanted, you can stop reading here.
The other path: driving the app over MCP
Flockbay ships one MCP server inside the desktop app, and it carries the world tools: terrain, water, sky, weather, the player and placed objects (six families for a 3D world, four for a 2D one). Cursor is an MCP client. That means an agent running in Cursor can call the same capability surface Flockbay's own AI calls, rather than only editing text in the project.
We should be blunt about what this is not. There is no official Cursor integration, no extension we publish, no marketplace entry. We speak MCP and Cursor speaks MCP. Any client that speaks it should work, these are the popular ones, and behaviour will differ between them. We have not tested them all.
Connecting your own agent over MCP is free. You pay your agent’s provider for the model; Flockbay charges nothing for the connection. The app and the whole builder are free too, and so is Flockbay on your own AI. What Flockbay costs has the detail.
More on this: How do I use Flockbay with my own AI agent?
Editing files versus calling capabilities
The distinction matters more than it first looks. An editor-shaped agent sees a directory. It is very good at the things a directory affords: find the definition, change the call site, keep the types straight. It is much weaker at questions like where a river should meet the terrain, because a directory does not represent that, it only represents its consequences.
A capability is the opposite. It is an operation stated at the level a game is described in, and it collapses work the model would otherwise have to invent from nothing. Placing terrain of a given shape is a capability. Setting a node property is a keystroke. Give a model only keystrokes and it will be wrong in a hundred small ways that each look reasonable in isolation.
So the useful mental model is that Cursor gets both surfaces. The files for the code, the capability layer for the world operations. What it does not get, and this is deliberate, is the job of building the world by taste.
More on this: Is there a Flockbay command line?
The part that stays in your hands
You shape the world with the builder, a set of tools around the Godot editor's own 3D and 2D view. Creating a project asks which kind of game it is, and the answer decides what that means: in a 3D one you place terrain, water, weather, buildings and characters and look at what you did, and in a 2D one you drag tile ground into existence cell by cell and put the sprites at the position, turn and size that looks right. That is the part where a sentence is a worse instrument than a cursor and where your judgement is the input. An agent in Cursor can call the same world tools, but whether the result looks right is still yours to judge.
You also judge the result. You play the game and say whether it is right, then go back in. That loop is normal work here, not a failure of the tooling. Not writing the code does not mean not having an opinion about the game.
If you want a fuller answer on what Flockbay is relative to an AI editor, and where the two ideas genuinely diverge, the Cursor for Godot page goes at it directly.
Practical shape of the setup
Flockbay is a desktop app for Windows. You download and install it, and Godot ships inside it, so there is no separate engine install and no browser version. When you press play the game runs locally on your machine, at your machine's framerate. Nothing streams.
Building needs an internet connection, because the AI, asset generation and world data come over the network. That is true whether Flockbay or your own agent is driving. Playing what you already built does not need it.
The setup is at the end of this page. The Flockbay app writes it with your own paths filled in, which is why you copy it from there rather than type it.
More on this: Making games from Gemini CLI
Connecting it is one paste
The Flockbay app writes this for you with the real paths filled in: open the account menu, choose MCP connection, press Turn on, pick Cursor and press Copy. The three paths are specific to your machine and stay the same from one sitting to the next, so you paste it once. Below is the shape, with the paths as placeholders.
Add it to ~/.cursor/mcp.json (on Windows, %USERPROFILE%\.cursor\mcp.json). Or press Add to Cursor in the dialog, which opens Cursor with the connection already filled in.
More on this: Cursor plus Godot vs Flockbay: two ways to make a Godot game with AI
{
"mcpServers": {
"flockbay-stage": {
"command": "<node>",
"args": [
"<coordinator>",
"--external-stage-mcp"
],
"env": {
"FLOCKBAY_LOCAL_STAGE_CAPABILITY_AUTHORITY_DESCRIPTOR": "<descriptor>"
}
}
}
}Questions
- Can Cursor open a Flockbay project directly?
- Yes. It is a real Godot project in a folder on your machine, so any editor can open it. That path needs nothing from us and costs nothing extra.
- Is there an official Cursor extension?
- No. Flockbay ships one MCP server and Cursor is an MCP client. That is the whole connection. We do not publish an extension or maintain a listing.
- Do I need to pay to connect Cursor over MCP?
- No. Connecting your own agent over MCP is free. You pay your agent’s provider for the model; Flockbay charges nothing for the connection. Building the world is free too, and so is Flockbay inside the app, on your own AI.
- Should I use Cursor instead of Flockbay?
- If you already work in Cursor and want to stay there, it is a reasonable choice. the chat needs no setup and already knows the project conventions, so it is usually the faster start.
- Can an agent in Cursor build the level for me?
- It can call the world tools and place things, but the level is yours to judge. Play it, then fix by hand with the builder in the Godot editor what reads wrong, or say what to change.
- Does any of this work offline?
- No. Building needs a connection for the AI, asset generation and world data. Running a game you already built does not.
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