Making games with local LLMs

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. A model you host yourself can drive Flockbay, because the connection is MCP and MCP does not care where the model lives. What it cannot do is remove the network from the rest of the job.

Three reasons people want this, answered separately

Cost. A model you host has no per-token bill. Connecting your own agent over MCP is free.

Privacy. What your agent thinks, and the text you type at it, stays on your machine if the model is on your machine. That part is real. What is not private is everything else the app does, which is covered in the next section and is the reason this page exists.

Control. This one holds up best. Your model, your version, no deprecation notice, no rate limit, no change in behaviour on a Tuesday because someone shipped an update. If you have built habits around a specific local setup, keeping it is a legitimate reason to bring your own agent rather than use Flockbay.

What still leaves your machine

Flockbay is online only for building. Asset generation runs over the network. World data comes over the network. Neither of those is the language model, and neither becomes local because your model did.

This is not a limitation waiting to be fixed. It is how the product is built, deliberately, and we do not add offline fallbacks or degraded modes. If your requirement is a genuinely air-gapped game-making setup, Flockbay is not it and no configuration makes it it. Better to hear that here than three hours in.

The one thing that does run entirely on your machine is the game. Godot ships inside the app, and when you press play it runs locally with your machine's memory and framerate. No streaming, no browser preview, no render queue. A finished game does not need the connection at all.

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Why the capability layer matters more for a small model

Most local models are smaller than the hosted frontier ones, and the usual advice is that they therefore cannot do agentic work on a complex codebase. That advice is broadly right when the codebase is a raw game project, because a raw game project asks the model to invent almost all of its own context.

Flockbay exposes a capability layer instead. In a 3D project, terrain, water, weather, sky, characters and what they do are real operations rather than a hundred property assignments the model has to sequence correctly. In a 2D one the operations are the flat world's own, and Flockbay or your agent is told those rather than the 3D set: a ground tile layer described by which cells are covered, a character body whose gravity, air control and jump apex are numbers, and sprites at a position and a size. Every capability that exists is code the model does not have to produce and a set of mistakes it can no longer make.

The honest version of the claim: this is designed so that reliability comes from the tool surface rather than from model size, which is what makes a self-hosted model worth attempting at all. We have not benchmarked local models here and will not tell you which one to run or which is best. Try yours.

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How the connection works, without the configuration

Flockbay ships one MCP server inside the desktop app. It carries the capability layer, the assets, and the game itself, which it can edit in the open Godot editor, run, look at and play. An MCP-capable agent on the same machine can call it. That agent can be backed by whatever model you like, including one you are serving locally.

We have not built anything specific to any local-model runner or any particular client. There is no plugin and no listing. Popular MCP clients should work, behaviour varies between them, and we have not tested every one.

We also do not publish the setup steps here. Command names, flags and config file contents change, and a stale instruction on a page like this is worse than sending you to the app, where the current details live.

The part no model does

You judge the world. You can shape it by hand with the builder, a set of tools around the Godot editor's own 3D and 2D view, and a model can call the same world tools, whether it is local, hosted or Flockbay's own. Deciding that it looks right is yours.

And you judge the game. You play it, decide whether it is right, and say what is wrong. Handing work back is the normal loop here. Not writing the code has never implied not having an opinion about the result.

If none of the three reasons at the top of this page apply strongly to you, use Flockbay. It is in the app, it is aimed at the capability layer already, and there is nothing to connect or maintain.

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A local model needs an agent in front of it

A local model server, Ollama or LM Studio, runs the model; the agent is what calls tools. Give the connection to an agent that speaks MCP and runs your local model: Goose, OpenCode, Cline, or LM Studio’s own chat. Goose is shown here.

The Flockbay app writes this for you with the real paths filled in: open the account menu, choose MCP connection, press Turn on, pick Goose 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 ~/.config/goose/config.yaml, under the extensions you already have, and point Goose at your local model as usual.

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extensions:
  flockbay-stage:
    name: flockbay-stage
    type: stdio
    cmd: '<node>'
    args:
      - '<coordinator>'
      - '--external-stage-mcp'
    envs:
      FLOCKBAY_LOCAL_STAGE_CAPABILITY_AUTHORITY_DESCRIPTOR: '<descriptor>'
    enabled: true
    timeout: 300

Questions

Can I use Flockbay offline with a local model?
No. Asset generation and world data go over the network, so building needs a connection whatever the model is doing. The finished game runs locally without one.
Which local model works best?
We have not measured that and will not rank models. The layer is designed so reliability comes from the tool surface rather than model size, which is what makes trying a smaller model reasonable.
Which MCP clients are supported?
Any client that speaks MCP should be able to reach the server. We have not tested every one and behaviour will vary.
Is bringing my own model free?
Yes. Connecting your own agent is free. You pay your agent's provider for the model; Flockbay charges nothing for the connection.
Does my model have to write the world as well as the code?
No. The world is not code your model writes. It is shaped through the world tools, which your agent can call, and by hand with the builder in the Godot editor.
What runs the game itself?
Godot, bundled inside the desktop app for Windows. The project is a real Godot project on your disk.