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Roadmap

Where Godot MCP Studio is headed. Shipped work, what's in progress, and what's on deck, straight from our board.

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Showing 21 roadmap items.

Backlog

Ideas we're considering.

2

Work on two projects at once

Run the editor bridge for more than one Godot project at a time, so your AI can build and test across two projects at once without switching between them.

Desktop app

Linux build

A Linux version of the desktop app and addon workflow.

Desktop app

Planned

Committed and coming up.

4

More gameplay templates

New ready-to-install systems for the template library, such as quests, state machines, and save menus.

Templates

Sound generation pipeline

Generate game-ready audio using credits, including sound effects, ambient sounds, character voices, UI sounds, and other game audio, with previews and direct import into the Godot project.

Tools

Project graph

Explore scenes, scripts, resources, autoloads, signals, and dependencies as an interactive graph, making large projects easier for both developers and AI agents to understand.

AI restore points / project snapshots

Automatically create lightweight restore points before large AI changes, compare what changed, and roll the project back if an agent takes the wrong direction.

In progress

Being built right now.

2

macOS signing and notarization

Apple Developer ID signing and notarization so the macOS app opens without Gatekeeper warnings.

Desktop app

Asset style profiles

Save a game's visual style, palette, references, proportions, and generation settings as a reusable profile so newly generated assets stay consistent.

Image Studio

Shipped

Live and in your hands.

13

Built-in multiplayer setup

One call scaffolds host/join networking and a player spawner using Godot's high-level multiplayer, so co-op and networked games start from a working base.

Tools

Addon & plugin manager

Search the Godot Asset Library, install addons safely, and enable or disable editor plugins from your AI client.

Tools

Live capability discovery

Expose project and editor capabilities as MCP resources so clients always see the current tool surface without guessing.

Protocol

One-call project health check

Compile-checks every script, node warning, editor error, and dependency cycle in a single report so problems are caught before they pile up.

Tools

IK chains & animation retargeting

Set up inverse-kinematics chains that reach a target, and auto-map a skeleton to the humanoid profile to retarget imported animations.

Tools

Text-friendly scene descriptions

AI clients that cannot view screenshots now get the same information as structured text: on-screen nodes, positions, sizes, colors, and interactive UI, for both the editor and the running game.

Accessibility

Image Studio

Generate, edit, and animate pixel art, sprites, tiles, and effects for your game, then export them straight into Godot.

Tools

Visual shader authoring

Build shaders as node graphs with common effects wired up, in addition to writing shader code directly.

Tools

TileSet editor

Define tiles, terrain sets, and physics, navigation, and occlusion layers on a TileSet so tilemap painting has terrains to work with.

Tools

Sprite sheet & frame editor

Slice sprite sheets into named animations, set per-animation frame rate and looping, and trim or reorder frames without leaving the conversation.

Tools

Deeper animation track editing

Insert, edit, and remove individual keyframes and tracks, tune easing, and wire animation blend trees beyond the current starter scaffolds.

Tools

Theme editor depth

Author full UI themes in one pass: styleboxes, fonts, icons, and constants per control type, or import from a reference theme.

Tools

Windows code signing

Signed Windows installers and app binaries, so downloads show a verified publisher.

Desktop app

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The roadmap is shaped by what people build. Tell us what would make Godot MCP Studio better for your games.