Works inside the Godot editor through its plugin: scenes, nodes, scripts, resources, signals, animation and test runs.
Game development desk
Works inside a Godot project and Blender — scenes, scripts, tests, exports — and play-tests the build instead of guessing.
Built for: The solo developer or small studio making a Godot game, who is also the artist, the tester and the release engineer.
The button opens the checkout, where the 3 servers and 5 skills are listed one by one. Every member is free, so the checkout lists them and asks for no card.
What your agent can do with this
The reason to buy a stack rather than five listings: each line below needs more than one member connected at the same time.
- 01
Create and wire scenes and scripts in the open Godot project, then run the game and read the debug output.
- 02
Play-test a level with simulated input and screenshots, and profile the frame that stutters.
- 03
Build or fetch a prop in Blender and bring it into the project.
- 04
Write GdUnit4 tests for game logic and set up an export pipeline that builds on every push.
The assembly, part by part
What each part contributes, and why it was picked over the obvious alternative. Prices and permissions are read from the listings, so nothing here can disagree with the catalogue.
Runs and play-tests the project without an editor plugin: launch, simulate input, take screenshots, read debug output, profile.
Drives Blender through its add-on — scene inspection, Python in Blender, and asset search from Poly Haven and Sketchfab.
Develop, test, build and deploy Godot 4 games, with GdUnit4 unit tests and PlayGodot end-to-end tests.
Signals, scenes, state machines and optimisation patterns for GDScript in Godot 4.
Test-driven work in Godot with GUT and gdUnit4, for GDScript and C#.
The profiler, draw calls, physics tuning and memory — for the scene that drops frames on the target device.
Export presets, platform settings and CI with GitHub Actions, so a build is repeatable.
What it costs, and on what assumption
Every member is free, so the monthly figure is $0 whatever you do with the stack: nothing here is billed by the call, and only adding a paid member could change it.
| Part | What you are paying for | Monthly, as quoted |
|---|---|---|
| Godot Ai | Free | — |
| Godot Mcp Runtime | Free | — |
| Blender | Free | — |
| Skills | ||
| Godot | Free · context cost only | — |
| Godot GDScript Patterns | Free · context cost only | — |
| Godot Testing | Free · context cost only | — |
| Godot Optimization | Free · context cost only | — |
| Export Pipeline in Godot 4.3+ | Free · context cost only | — |
| Everything above | $0 of servers plus $0 of skills, the same in a quiet month and a busy one | $0/mo |
Subscriptions at their monthly plan price; one-off licences spread over 12 months.
Install only these and the bill is nothing: 3 servers and 5 skills, and all 36 tools.
Nothing in this stack carries a call allowance, so nothing here can run out before the month does. The bill is decided when you install it, not when you use it.
The spend cap is one figure for the whole account, set in your dashboard and checked when an order is placed. On the call path what stops a retry loop is the plan's call allowance and its rate limit, and a refused call is never billed.
Setting it up, in order
The steps below come before the install lines: what to decide and scope before connecting anything, in the order it matters. The lines themselves follow, part by part, for the client you pick.
npx mcprush@latest stack add game-desk writes all 3 servers into Claude Code’s config in one go — or run the lines below one by one. The 5 skills are not included — add them with lines 04–08.
# 01 · Godot Ai
claude mcp add --scope user godot-ai-mcp '--' uvx godot-ai
# 02 · Godot Mcp Runtime
claude mcp add --scope user godot-mcp-runtime '--' npx -y godot-mcp-runtime
# 03 · Blender
claude mcp add --scope user blender-mcp '--' uvx mcp-for-blender
# 04 · Godot
npx mcprush@latest skill add randroids-dojo/godot
# 05 · Godot GDScript Patterns
npx mcprush@latest skill add wshobson/godot-gdscript-patterns
# 06 · Godot Testing
npx mcprush@latest skill add jame581/godot-testing
# 07 · Godot Optimization
npx mcprush@latest skill add jame581/godot-optimization
# 08 · Export Pipeline in Godot 4.3+
npx mcprush@latest skill add jame581/export-pipeline-in-godot-4-3Requirements and Windows tips
- Node.js — the current LTS (24) is the safe choice (for
npx). - uv (for
uvx, docs.astral.sh/uv). - Windows PowerShell says 'running scripts is disabled on this system'? Run
Set-ExecutionPolicy -Scope CurrentUser RemoteSignedonce, or typenpx.cmdinstead ofnpx(codex.cmd,gemini.cmd,grok.cmdlikewise). PowerShell 7 needs neither.
Nothing is connected until you approve it in Claude Code. mcprush is not in the path and meters nothing here.
- 3 members have not declared what credential they need — check each one’s own page before you start.
- What this stack can write is not recorded — 1 member of 3 has no imported tool surface. Section 05 says what is known before you approve anything.
- 3 members are connected straight from their own package or address — nothing in them goes through mcprush.
What the whole stack can reach
Installed together, these tool surfaces add up. It is the first thing a security reviewer asks for, so what has been counted — and what nobody has counted yet — is on the page rather than in a PDF.
| Member | Tool surface | Write tools |
|---|---|---|
| Godot Ai | imported | 11 |
| Blender | imported | 4 |
| Godot Mcp Runtime | not imported | not recorded |
A stack's blast radius is the union of its members, not the worst of them. That union cannot be taken here, because 1 member of 3 has no imported tool surface — so the figure a review asks for is missing rather than low, and a member marked not imported is one nobody has counted rather than one that cannot write.
Sensible swaps
A stack is a default, not a verdict. These are the substitutions the maintainer would make, and what each one costs or saves.
The maintainer lists no alternatives for this stack.
Where this stack stops
Written by the maintainer, kept on the page rather than in a support thread.
It does not make the art direction or the design calls. It builds what you describe, faster.
The Godot editor member needs its plugin installed in the project; the Blender member needs its add-on running inside Blender.
Assets fetched from Poly Haven or Sketchfab carry their own licences. Check each one before it ships in a game.
Who keeps this current
A stack has an owner: whoever keeps it re-checks the combination when a member changes, and the members themselves are published by the people named on each row.
Stacks that share parts with this one
Media studio desk
Makes the video, the images and the audio, and understands the footage it already has.
Code review
Tools to inspect code changes, run checks and prepare a pull request review.
Bug reproduction
Tools to investigate a bug report and work toward a reproducible test case.