No translation layer
Covely edits the engine's native scene and resource formats rather than generating an approximation.
Private macOS prototype · Godot 4.6.1
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.
One change at a time
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.
Ask for one concrete change in ordinary language, from adding a node to repairing a script.
The agent reads the live scene, properties, scripts, and errors through Covely's local tool server.
Godot performs bounded scene and script operations. Wide subtree deletion requires explicit confirmation.
Validate the scene, run the project, inspect runtime errors, and continue from the same conversation.
The graduation path
Close Covely and open the same folder in official Godot. Scenes, scripts, imported assets, project settings, Git history, and exports remain ordinary engine files.
Covely edits the engine's native scene and resource formats rather than generating an approximation.
Move between chat, 2D, 3D, Script, Inspector, Output, and the running project as the work demands.
Commit the folder, hand-edit a script, uninstall Covely, or continue entirely in official Godot.
Implemented tool surface
The current tool layer covers the repeated work between understanding a scene, changing it, and proving that it still runs.
Create, delete, rename, reparent, duplicate, reorder, and instance nodes across scenes.
Read the scene tree and exposed properties, then apply targeted changes in the open editor.
Validate GDScript before writing it, attach scripts, and persist signal connections.
Generate local procedural PNGs, attach project files, and trigger Godot's import pipeline.
Check scenes for broken scripts, missing collision, invisible sprites, and off-screen 2D content.
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
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.
Release ledger
The prototype is real, but it is not a public installer yet. This ledger is the boundary between current behavior and planned distribution.
Availability
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.