Private macOS prototype · Godot 4.6.1

Build in Godot.
Stay in Godot.

Covely gives an AI agent a set of inspected tools inside the editor. It can read the project, change scenes and scripts, run checks, and play the result without translating your work into a proprietary format.

C

forest-run

2D3DScript
Godot 4.6.1
forest_run.tscn60 fps

Playing locally

Interface illustration. Public product footage will replace this before release.

Foundation
Godot 4.6.1
Tool surface
25 local MCP tools
Current package
macOS universal
Project format
Standard Godot

One change at a time

Describe. Inspect.
Change. Test.

The agent works through named editor operations instead of blindly rewriting a project folder. You can see the tool calls, results, and errors in the same session.

  1. 01Describe

    Ask for one concrete change in ordinary language, from adding a node to repairing a script.

  2. 02Inspect

    The agent reads the live scene, properties, scripts, and errors through Covely's local tool server.

  3. 03Change

    Godot performs bounded scene and script operations. Wide subtree deletion requires explicit confirmation.

  4. 04Test

    Validate the scene, run the project, inspect runtime errors, and continue from the same conversation.

The graduation path

Your project is
already a Godot project.

Close Covely and open the same folder in official Godot. Scenes, scripts, imported assets, project settings, Git history, and exports remain ordinary engine files.

01

No translation layer

Covely edits the engine's native scene and resource formats rather than generating an approximation.

02

Use the real editor

Move between chat, 2D, 3D, Script, Inspector, Output, and the running project as the work demands.

03

Leave whenever you want

Commit the folder, hand-edit a script, uninstall Covely, or continue entirely in official Godot.

Implemented tool surface

Twenty-five tools.
Specific jobs.

The current tool layer covers the repeated work between understanding a scene, changing it, and proving that it still runs.

Scene structure

Create, delete, rename, reparent, duplicate, reorder, and instance nodes across scenes.

Properties

Read the scene tree and exposed properties, then apply targeted changes in the open editor.

Scripts

Validate GDScript before writing it, attach scripts, and persist signal connections.

Assets

Generate local procedural PNGs, attach project files, and trigger Godot's import pipeline.

Verification

Check scenes for broken scripts, missing collision, invisible sprites, and off-screen 2D content.

Recovery

Keep bounded scene snapshots outside the project and restore the latest checkpoint when needed.

Tool access stays on localhost and uses a project-specific bearer token.

Model choice

Use Fylun.
Or bring your own key.

Covely prefers Fylun Code when installed and can fall back to opencode. Provider keys configure the agent on your machine; they are not stored in the Godot project.

01Fylun
02Anthropic
03OpenAI
04OpenRouter
05Z.AI

Release ledger

What works.
What still has to prove itself.

The prototype is real, but it is not a public installer yet. This ledger is the boundary between current behavior and planned distribution.

01

Working now

  • Universal macOS app bundle
  • Godot 4.6.1 project launcher
  • 25 scene and testing tools
  • Native chat sessions and model picker
  • Standard Godot files on disk
02

In validation

  • Release signing and notarization
  • Cold prompt to finished game
  • Fylun image generation with a live key
  • Web export with installed templates
  • Broader recovery across files and assets
03

Not packaged yet

  • Windows installer
  • Linux package
  • Automatic updater
  • Public download
  • Complete-turn transactional undo

Availability

Private prototype.
Public when it is defensible.

The current build runs on macOS. A public release follows notarization, recovery testing, a clean-machine install, and one complete end-to-end game build.

Current platform
macOS
Engine
Godot 4.6.1
Windows / Linux
Not packaged