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A harness for driving a Godot 4 project from an agent: addons, runtime bridge, MCP server, CLI.
About
A harness for driving a Godot 4 project from an agent: addons, runtime bridge, MCP server, CLI.
Security Report
Valid MCP server (2 strong, 1 medium validity signals). No known CVEs in dependencies. Package registry verified. Imported from the Official MCP Registry. Trust signals: trusted author (3/3 approved); 6 highly-trusted packages.
4 files analyzed · 1 issue found
Security scores are indicators to help you make informed decisions, not guarantees. Always review permissions before connecting any MCP server.
Permissions Required
This plugin requests these system permissions. Most are normal for its category.
What You'll Need
Set these up before or after installing:
Environment variable: GODOT_PATH
How to Install
Add this to your MCP configuration file:
{
"mcpServers": {
"io-github-aureliolo-gdharness": {
"env": {
"GODOT_PATH": "your-godot-path-here"
},
"args": [
"-y",
"gdharness"
],
"command": "npx"
}
}
}Documentation
View on GitHubFrom the project's GitHub README.
gdharness
An agent cannot see a running game. It reads your scripts and guesses at the rest: whether the button is on screen, whether the panel updated, whether that error mattered.
gdharness is an MCP server and four Godot addons. Through them the agent asks the open editor and the running game what the screen says and where a control is. It can also ask what a property holds now, what the console printed, and what broke on which line.
Install
Hand this to your agent:
Install gdharness here by following https://aureliolo.github.io/gdharness/agent.md,
then tell me what it asked you to recommend back to me.
Or do it yourself, and pick your harness: aureliolo.github.io/gdharness.
The loop it exists for
editor_run { "op": "start", "projectPath": "C:/games/shop" }
runtime_inspect { "op": "find", "says": "Buy" } // the button, by the word on it
runtime_input { "op": "click", "nodePath": "/root/Shop/Ledger/BuyButton" }
runtime_inspect { "op": "text", "nodePath": "/root/Shop/Ledger" } // what the panel says now
editor_output { "projectPath": "C:/games/shop" } // errors and warnings, with backtraces
The open editor plays the game, so you can set a breakpoint and read the variables in scope when it stops.
Writes answer with what the engine holds afterwards, never an echo of the request. A tool that cannot answer says which state it is in and what would change it.
At a glance
| Needs | Godot 4.7 or newer, Node 22 or newer. Runs under Bun 1.4 too. |
| Surface | 31 tools named domain_verb, 4 godot:// resources and 3 prompts |
| Reaches | The editor that is open, a game it is playing, and the project on disk |
| Harnesses | 35, written inside the project wherever the harness has a project config |
| Skill | Written to .agents/skills, with a copy for Claude Code, Kiro and Cline |
| Install | npm, or a Sigstore-signed archive with an SBOM, SLSA Build Level 3 |
| Proven | Every tool driven against Godot 4.7.2 in CI, on Windows, Linux and macOS |
| Status | 1.x: every release is a patch. What a bump means |
Godot before 4.7 is not tested.
Documentation
aureliolo.github.io/gdharness: installing it, how the parts connect, and every tool, op and argument.
SECURITY.md is how to report a security fault. CONTRIBUTING.md is what a change has to clear.
Project
Fork of GoPeak v2.3.9, September 2026, MIT. The original MCP server is godot-mcp by Solomon Elias, and GoPeak is by HaD0Yun.
Not affiliated with the Godot Foundation.
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