Building in public
Roadmap
Where Godot MCP Studio is headed. Shipped work, what's in progress, and what's on deck, straight from our board.
Showing 21 roadmap items.
Backlog
Ideas we're considering.
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 appLinux build
A Linux version of the desktop app and addon workflow.
Desktop appPlanned
Committed and coming up.
More gameplay templates
New ready-to-install systems for the template library, such as quests, state machines, and save menus.
TemplatesSound 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.
ToolsProject 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.
macOS signing and notarization
Apple Developer ID signing and notarization so the macOS app opens without Gatekeeper warnings.
Desktop appAsset 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 StudioShipped
Live and in your hands.
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.
ToolsAddon & plugin manager
Search the Godot Asset Library, install addons safely, and enable or disable editor plugins from your AI client.
ToolsLive capability discovery
Expose project and editor capabilities as MCP resources so clients always see the current tool surface without guessing.
ProtocolOne-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.
ToolsIK 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.
ToolsText-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.
AccessibilityImage Studio
Generate, edit, and animate pixel art, sprites, tiles, and effects for your game, then export them straight into Godot.
ToolsVisual shader authoring
Build shaders as node graphs with common effects wired up, in addition to writing shader code directly.
ToolsTileSet editor
Define tiles, terrain sets, and physics, navigation, and occlusion layers on a TileSet so tilemap painting has terrains to work with.
ToolsSprite 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.
ToolsDeeper animation track editing
Insert, edit, and remove individual keyframes and tracks, tune easing, and wire animation blend trees beyond the current starter scaffolds.
ToolsTheme editor depth
Author full UI themes in one pass: styleboxes, fonts, icons, and constants per control type, or import from a reference theme.
ToolsWindows code signing
Signed Windows installers and app binaries, so downloads show a verified publisher.
Desktop appWant something on here?
The roadmap is shaped by what people build. Tell us what would make Godot MCP Studio better for your games.