PC game maker for people who bring their own Claude or ChatGPT plan
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. PC is the platform this is built for first: a real windowed application, running a real engine, rendering on your own graphics card. The part that is unusual is that you never write a line of code.
Built as PC software, not adapted to it
A lot of game-making tools started as web products and later shipped something that wraps the website in a desktop frame. You can usually tell. The window resizes oddly, the file dialogs are not the ones your operating system uses, and performance never quite matches what the machine should manage.
Flockbay is a native desktop application for Windows and macOS. Godot ships inside it, so pressing play launches the game on your own hardware. Your graphics card draws the frames. Your memory holds the world. Nothing is streamed and there is no browser anywhere in the path.
Both platforms ship together and neither is an afterthought. A Windows build and a Mac build are released as a pair.
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What a PC lets you attempt
PC is the platform with the most headroom and the fewest gatekeepers. You can target a keyboard and mouse, assume a big screen, expect long sessions, and spend a frame budget that a phone or a browser tab does not have.
That changes what is reasonable to build. Terrain you can walk across for ten minutes. Weather that rolls in. A town with people in it doing things. Those are ordinary PC game features and they are hard-to-impossible in a tab.
It would be easy to read that as a case for three dimensions, and the PC library keeps refusing to cooperate. Stardew Valley in 2016 and Hollow Knight in 2017 are sprites, and neither is a smaller version of anything. A flat game spends the headroom differently — a few hundred hand-placed screens, a lot of things moving at once, a window you leave open all evening — but it spends it.
It also means you can ship without asking permission. A PC build is a folder you can hand to someone. Store distribution is its own process with its own requirements, but nothing stops you sending a friend a build tonight.
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How you build without coding
The world is yours to build by hand, and the first thing a project asks is which kind of world it is: 2D or 3D, shown as two pictures, with no default and nothing created until you pick one. PC is the platform where that question carries the most weight, because a flat game has exactly as much standing on it as an open one.
In 3D you shape terrain, place water, set weather, and put buildings and characters where you want them. In 2D you drag ground onto the grid — the tiles, the edges and the collision all fall out of which cells you covered — and arrange sprites at an exact position, turn and size. Manual controls, mouse, direct, in a builder that behaves like a level editor either way.
Flockbay writes the code. Describe what should happen — the door needs a key, the enemy patrols until it hears you, the save should carry your inventory — and the GDScript lands in your project. You are not asked to read it, though it is right there and readable if you are curious.
Then you play it and say what is wrong. That is the loop. You supply the judgement; the code is somebody else's typing.
What you actually own at the end
A Godot project on your disk. Godot is open source and free, so the project is not hostage to this app. If you stopped using the app tomorrow, the project still opens in Godot.
That matters for a PC game more than for a throwaway prototype, because PC games have long lives and you may want to come back to it in two years.
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The requirements and the price
Windows or macOS. Enough machine to render what you are building, since the rendering happens locally — a modest laptop for a modest world, real hardware for an open one.
An internet connection while building, because the chat, asset generation and world data all come over the network. Playing the game needs nothing.
Free to download, and the builder is free. Flockbay is free on your own AI: your Claude or ChatGPT plan, your own agent, or an API key. Flockbay builds from a library of ready-made objects, or with Godot's own shapes.
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Two platforms, treated the same
Windows and macOS builds are released together. Neither one is the reference platform that the other trails behind, and a bug fixed on one is not considered fixed until it is fixed on both.
That is a deliberate cost. It would be cheaper to ship one and promise the other, and there are plenty of tools that do. It also means anyone on the wrong platform is waiting indefinitely, which is not a thing we wanted to build into the product.
Practically, it means you can build on whatever you own, and moving a project between your own machines is a matter of moving a folder.
Questions
- Does it run on Windows?
- Yes. Windows and macOS both ship, released together. There is no Linux build.
- Can I sell the game I make?
- It is your project and your game. Distribution is a separate process with its own requirements depending on where you sell it.
- What are the system requirements?
- It depends on the game you build, because your machine renders it. Small worlds are undemanding; large ones want a real graphics card.
- Do I need to know GDScript?
- No. Flockbay writes it. You build the world and judge the game.
- Is my project locked to Flockbay?
- No. It is a standard Godot project, and Godot is open source and free to download separately.
Related
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