Built on Godot · not released yet

h1

Build your game
by describing it.

Covely is a real Godot editor with an agent in the dock. Describe a change and it edits the scene, runs the game, and reports what broke.

The Covely editor: the agent's chat dock on the left summarising four bugs it fixed across four files, beside a 3D Godot scene running in the viewport.
Live capture Aethoph, in Covely
01Protocol

How a change happens

  1. 01Describe

    Ask for one change in plain language — give the knight a jump, fix the script that stopped parsing.

  2. 02Inspect

    Before it touches anything, it reads the scene tree, the scripts, and whatever errors Godot is already reporting.

    godot_check_scene
  3. 03Change

    Edits go through the editor's own operations, so the project stays valid. Deleting a whole subtree asks you first.

    godot_save_scene
  4. 04Test

    It runs the game with no window and hands back each runtime error with the file and line that caused it.

    godot_test_run

The tool server listens on localhost only, and every call has to carry a token tied to that one project.

02Output

Still a plain Godot project

  • No translation layerCovely edits Godot's own scene and resource formats, so there is nothing to convert on the way out.
  • No lock-inCommit the folder, hand-edit a script, or stop using Covely entirely. Either editor opens the same project.
03Assets

Assets the agent can use

  • Procedural, offlineCovely draws textures itself, with no API key and no network, and attaches them to the node in the same step.
  • AI generationAsk for art in the chat and it comes back generated, imported through Godot's pipeline, and wired to the node that needed it.
  • Asset LibraryThe agent searches the Godot Asset Library and installs a pack once you agree to it.
04Availability

Get the first build

A first build for macOS, Windows, and Linux.

Stored only to send it. Privacy notice.

Base GodotTools 25covely.io