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Godot Agent Loop

NPM · @BEREMARAN/GODOT-AGENT-LOOP · SCANNED AUG 4

MCP automation loop with 167 tested tools for Godot 4

+54 this week 78 Trust /100
Trust breakdown (6 categories)

How this component scores in each security and reliability category. Every signal is checked automatically from public evidence about the published package, including repeated runs of it in an isolated sandbox, and we only credit what we can confirm. How we score →

Supply Chain Security83
  • No malware found by supply-chain analysis.Pass
  • CVE check failed: a known medium-severity CVE affects hono 4.12.33, reached via @modelcontextprotocol/sdk > hono. A fixed version is available. View diagnostics → Fail
  • No install/post-install scripts declared.Pass
  • Only part of the dependency tree could be resolved (96 of 100), so this covers what we could see, not the whole tree. View diagnostics → Partial
Provenance & Transparency97
  • Source repository is publicly reachable at the declared URL. View diagnostics → Pass
  • Cryptographically verified build provenance (signed, bound to beremaran/godot-agent-loop). View diagnostics → Pass
  • Clear OSI-approved license (MIT).Pass
  • Actively maintained (last published 1 days ago).Pass
  • Disclosure check failed: no security disclosure policy was found in the source repository. See how to fix → Fail
Schema Quality & AI Usability71
  • AI-judged instruction clarity (good).Pass
  • Tool/resource definitions use about 2733 tokens (~70/item across 39 items; 39 tools + 0 resources), lean.Pass
  • Usage-examples check failed: none of the tools include examples. See how to fix → Fail
Stability & Change Management30
  • Stability observed for 9 of 30 days with no destabilising changes; credit accrues until the full window elapses.Partial
Tool Coverage100
  • 100% of tools have a non-trivial description (not blank, and not just the tool's name).Pass
  • 100% of tool parameters carry a description.Pass
Capabilities100
  • Implements a supported MCP spec version (2025-11-25); the latest is 2026-07-28.Pass
Install

Add this component to your MCP client. Where a client-specific snippet is available, pick your client below and copy it straight into your config; otherwise use the connection detail shown.

npm · @beremaran/godot-agent-loop

# add to Claude Code
claude mcp add beremaran-godot-agent-loop -- npx -y @beremaran/godot-agent-loop
# add to Codex CLI
codex mcp add beremaran-godot-agent-loop -- npx -y @beremaran/godot-agent-loop
// opencode.json
{
  "$schema": "https://opencode.ai/config.json",
  "mcp": {
    "beremaran-godot-agent-loop": {
      "type": "local",
      "command": [
        "npx",
        "-y",
        "@beremaran/godot-agent-loop"
      ],
      "enabled": true
    }
  }
}
# add to OpenClaw
openclaw mcp add beremaran-godot-agent-loop --command npx --arg -y --arg @beremaran/godot-agent-loop
# ~/.hermes/config.yaml
mcp_servers:
  beremaran-godot-agent-loop:
    command: "npx"
    args: ["-y", "@beremaran/godot-agent-loop"]
// mcp.json
{
  "mcpServers": {
    "beremaran-godot-agent-loop": {
      "command": "npx",
      "args": [
        "-y",
        "@beremaran/godot-agent-loop"
      ]
    }
  }
}
Changelog

Every change we have recorded for this component, newest first. Security-relevant changes are always shown. ▲ marks a change for the better, ▼ a change for the worse; unmarked changes are neutral.

  • 4 Aug 26 +3
    • CVE-2026-69207 affects this package: medium security
    • Known CVEs: partial → fail security
    • Stability: unverified → 0.30 functional
  • 3 Aug 26 +53
    • Known CVEs: unverified → partial security
    • Install scripts: unverified → pass security
    • Provenance: unverified → pass security
    • Stability: Stability not yet verified: not enough scan history yet (needs a 30-day window). security
    • The attested source repository moved: beremaran/godot-agent-loop security
    • Security disclosure: unverified → fail functional
    • Tool coverage: unverified → 100 functional
    • License: unverified → pass functional
    • Maintenance: unverified → pass functional
    • MCP protocol: unverified → pass functional
    • Schema quality: unverified → good functional
    • Licence: MIT functional
  • 2 Aug 26 +2
    • Security disclosure: fail → unverified functional
    • Dependency health: unverified → partial functional
  • 1 Aug 26 −8
    • We updated how we score, so this day's move reflects our rubric, not a change to the server See what changed → functional
  • 31 Jul 26 −18
    • Malware scan: pass → unverified security
    • Security disclosure: fail → unverified functional
  • 30 Jul 26 +22
    • Tool coverage: unverified → 100 functional
  • 28 Jul 26 −22
    • Tool coverage: 100 → unverified functional
    • First check of Schema quality: unverified functional
  • 27 Jul 26 46

    First indexed and scored.

Diagnostics

Diagnostic detail from the automated scan of this channel: what the scanner observed at each step, so you can see exactly where a check passed or failed. It is informational only and never changes the trust score.

Captured 4 Aug 2026 · Analysed npm/@beremaran/[email protected]

Provenance verified

Ecosystem: npm · Outcome: verified

Reason: verified

Source repo:
beremaran/godot-agent-loop
Certificate issuer:
https://token.actions.githubusercontent.com
Certificate SAN:
https://github.com/beremaran/godot-agent-loop/.github/workflows/publish-npm.yml@refs/heads/main
Rekor log index:
2171972798
Predicate type:
https://slsa.dev/provenance/v1
Subject digest:
sha512:7ec73b342a4e6b76e7b5415f94a088982e0a04ed94da53c49438f1f27bba7729d2396352944e8e636eb0273cbae2c4eb162c2868a684916ebf8aa2b17
Discovery method:
attestation_endpoint
Vulnerabilities 1 finding
ID CVE Severity Vector Fix available
GHSA-8j4g-w8fx-2239 CVE-2026-69207 medium CVSS:3.1/AV:N/AC:L/PR:N/UI:N/S:U/C:N/I:N/A:L yes
Dependencies 96 packages

96 packages in the resolved dependency tree · 96 deprecated · 30 stale.

The dependency tree was only partially resolved, so these counts may be incomplete.

MCP tools — 39 exposed · ~2,556 tokens

The tools this component advertises to a client, with an estimated token cost for each. Expand a tool to see its parameters and schema. The per-tool counts are indicative and are not scored directly; the schema's total context footprint is one signal in Schema Quality & AI Usability.

Tool Tokens
add_node ~121

Add a node to an existing scene

NameTypeReqDescription
nodeNamestringyesName for the new node
nodeTypestringyesType of node to add (e.g., Sprite2D, CollisionShape2D)
parentNodePathstringPath to the parent node (e.g., "root" or "root/Player")
projectPathstringyesGodot project path
propertiesobjectOptional properties to set on the node
scenePathstringyesScene file path (relative to project)

No output schema declared.

No examples provided.

attach_script ~90

Attach a GDScript to a scene node (headless)

NameTypeReqDescription
nodePathstringyesPath to the node within the scene (e.g., "root/Player")
projectPathstringyesGodot project path
scenePathstringyesScene file path (relative to project)
scriptPathstringyesPath to the .gd script file (relative to project)

No output schema declared.

No examples provided.

create_project ~73

Create a new Godot project from scratch

NameTypeReqDescription
dotnetbooleanScaffold a .NET (C#) project (.csproj + "C#" feature). Default: false
projectNamestringyesName of the project
projectPathstringyesDirectory where the project will be created

No output schema declared.

No examples provided.

create_scene ~73

Create a new Godot scene file

NameTypeReqDescription
projectPathstringyesGodot project path
rootNodeTypestringType of the root node (e.g., Node2D, Node3D)
scenePathstringyesPath where the scene file will be saved (relative to project)

No output schema declared.

No examples provided.

create_script ~97

Create a GDScript file from a template

NameTypeReqDescription
classNamestringOptional class_name
extendsstringBase class to extend. Default: Node
methodsarrayMethod stubs to include
projectPathstringyesGodot project path
scriptPathstringyesScript file path (relative to project)
sourcestringFull source code (overrides template)

No output schema declared.

No examples provided.

editor_control ~113

Inspect and edit open scenes through an authenticated editor bridge

NameTypeReqDescription
actionstringyesEditor action
namestringNew node name
nodePathstringScene-relative node path
nodePathsarrayScene-relative node paths for select
projectPathstringyesGodot project path whose editor is open
propertystringProperty to edit
scenePathstringProject-relative or res:// scene path
valueNew property value

No output schema declared.

No examples provided.

game_click ~70

Click at a position in the running Godot game window

NameTypeReqDescription
buttonintegerMouse button (1=left, 2=right, 3=middle). Default: 1
xnumberyesX coordinate to click
ynumberyesY coordinate to click

No output schema declared.

No examples provided.

game_get_errors ~40

Get new push_error/push_warning messages since last call

NameTypeReqDescription
maxItemsintegerMaximum unread error lines returned. Default: 1000

No output schema declared.

No examples provided.

game_get_logs ~40

Get new print output from the running game since last call

NameTypeReqDescription
maxItemsintegerMaximum unread log lines returned. Default: 1000

No output schema declared.

No examples provided.

game_get_node_info ~44

Get node info: class, properties, signals, methods, children

NameTypeReqDescription
nodePathstringyesPath to the node (e.g., "/root/Player")

No output schema declared.

No examples provided.

game_get_scene_tree ~40

Get scene tree structure of the running game

NameTypeReqDescription
maxNodesintegerMaximum nodes returned in deterministic pre-order. Default: 1000

No output schema declared.

No examples provided.

game_get_ui ~18

Get visible UI elements from the running game

Input schema present but exposes no named parameters.

No output schema declared.

No examples provided.

game_key_press ~159

Send a key press or input action to the running game

NameTypeReqDescription
actionstringGodot input action name (e.g. "move_forward", "ui_accept")
altbooleanAlt modifier
ctrlbooleanCtrl modifier
keystringKey name (e.g. "W", "Space", "Escape", "Enter")
metabooleanMeta/Command modifier
physicalbooleanTreat key as a physical key location
pressedbooleanPress (true) or release (false). Default: true (auto-release)
shiftbooleanShift modifier
textstringUnicode text to inject instead of a named key/action

No output schema declared.

No examples provided.

game_key_release ~40

Release a previously held key

NameTypeReqDescription
actionstringGodot input action name to release
keystringKey name to release

No output schema declared.

No examples provided.

game_screenshot ~19

Screenshot the running game (returns base64 PNG)

Input schema present but exposes no named parameters.

No output schema declared.

No examples provided.

game_wait ~65

Wait N frames in the running game

NameTypeReqDescription
frameTypestringFrame to wait on: "physics" (fixed 60Hz ticks) or "render". Default: render
framesintegerPositive integer number of frames to wait. Default: 1

No output schema declared.

No examples provided.

get_debug_output ~17

Get the current debug output and errors

Input schema present but exposes no named parameters.

No output schema declared.

No examples provided.

get_godot_version ~18

Get the installed Godot version

Input schema present but exposes no named parameters.

No output schema declared.

No examples provided.

get_project_info ~29

Retrieve metadata about a Godot project

NameTypeReqDescription
projectPathstringyesGodot project path

No output schema declared.

No examples provided.

godot_tools ~97

Search, inspect, or call tools outside the default core surface

NameTypeReqDescription
actionstringyesDiscovery or dispatch action
argumentsobjectArguments passed to the selected tool
domainstringOptional domain filter
limitintegerMaximum search results. Default: 20
querystringName/description/action search text
toolNamestringTool to describe or call

No output schema declared.

No examples provided.

launch_editor ~29

Launch Godot editor for a specific project

NameTypeReqDescription
projectPathstringyesGodot project path

No output schema declared.

No examples provided.

list_project_files ~116

List project files, optionally filtered by extension

NameTypeReqDescription
cursorintegerZero-based cursor from a previous response. Default: 0
extensionsarrayOptional file extensions to filter by (e.g., [".gd", ".tscn"]). Include the dot.
limitintegerMaximum files returned per page. Default: 1000
projectPathstringyesGodot project path
subdirectorystringOptional subdirectory to search in (e.g., "scripts/player")

No output schema declared.

No examples provided.

list_projects ~45

List Godot projects in a directory

NameTypeReqDescription
directorystringyesDirectory to search for Godot projects
recursivebooleanWhether to search recursively (default: false)

No output schema declared.

No examples provided.

manage_input_map ~106

Add, remove, or list input actions and bindings

NameTypeReqDescription
actionstringyes"list", "add", or "remove"
actionNamestringInput action name (required for add/remove)
deadzonenumberDeadzone for the action. Default: 0.5
keystringKey to bind (for add, e.g. "W", "Space")
projectPathstringyesGodot project path

No output schema declared.

No examples provided.

modify_project_settings ~100

Modify a project.godot setting

NameTypeReqDescription
keystringyesSetting key (e.g., "run/main_scene", "window/size/viewport_width")
projectPathstringyesGodot project path
sectionstringyesSection in project.godot (e.g., "application", "display", "rendering")
valuestringyesValue to set (as a string, will be written as-is)

No output schema declared.

No examples provided.

modify_scene_node ~91

Modify node properties in a scene file (headless)

NameTypeReqDescription
nodePathstringyesPath to the node within the scene (e.g., "root/Player/Sprite2D")
projectPathstringyesGodot project path
propertiesobjectyesProperties to set on the node as key-value pairs
scenePathstringyesScene file path (relative to project)

No output schema declared.

No examples provided.

read_file ~44

Read a text file from a Godot project

NameTypeReqDescription
filePathstringyesFile path relative to project root
projectPathstringyesGodot project path

No output schema declared.

No examples provided.

read_project_settings ~30

Read project.godot as structured JSON

NameTypeReqDescription
projectPathstringyesGodot project path

No output schema declared.

No examples provided.

read_scene ~46

Read scene file as JSON node tree (headless)

NameTypeReqDescription
projectPathstringyesGodot project path
scenePathstringyesScene file path (relative to project)

No output schema declared.

No examples provided.

remove_scene_node ~72

Remove a node from a scene file (headless)

NameTypeReqDescription
nodePathstringyesPath to the node to remove (e.g., "root/Player/OldNode")
projectPathstringyesGodot project path
scenePathstringyesScene file path (relative to project)

No output schema declared.

No examples provided.

run_project ~42

Run the Godot project and capture output

NameTypeReqDescription
projectPathstringyesGodot project path
scenestringOptional: Specific scene to run

No output schema declared.

No examples provided.

run_project_tests ~132

Discover or run native, GUT, and GdUnit4 project tests with structured results

NameTypeReqDescription
actionstringyesDiscover tests or run them
artifactPathsarrayProject-relative report files to return as artifact metadata
failFastbooleanStop native execution after the first failed file. Default: false
frameworkstringTest framework. Default: auto
projectPathstringyesGodot project path
testPathsarrayProject-relative test files or directories
timeoutSecondsnumberPer-run timeout. Default: 60

No output schema declared.

No examples provided.

save_scene ~63

Save changes to a scene file

NameTypeReqDescription
newPathstringOptional: New path to save the scene to (for creating variants)
projectPathstringyesGodot project path
scenePathstringyesScene file path (relative to project)

No output schema declared.

No examples provided.

set_main_scene ~45

Set the main scene in project.godot

NameTypeReqDescription
projectPathstringyesGodot project path
scenePathstringyesScene path (relative to project)

No output schema declared.

No examples provided.

stop_project ~16

Stop the currently running Godot project

Input schema present but exposes no named parameters.

No output schema declared.

No examples provided.

validate_script ~62

Check a GDScript file for syntax/type errors (headless, no run)

NameTypeReqDescription
projectPathstringyesGodot project path
scriptPathstringyesGDScript file path relative to project (e.g. "scripts/player.gd")

No output schema declared.

No examples provided.

validate_scripts ~85

Batch-check GDScript files (git-changed by default, or all)

NameTypeReqDescription
projectPathstringyesGodot project path
scopestring"changed" = git-changed .gd (default); "all" = every .gd in project
scriptPathsarrayOptional explicit list of .gd paths to check (overrides scope)

No output schema declared.

No examples provided.

verify_project ~112

Run bounded assertions and capture evidence with deterministic teardown

NameTypeReqDescription
assertionsarrayBounded assertions evaluated against the running game
captureScreenshotbooleanCapture a screenshot and return its SHA-256 digest. Default: false
projectPathstringyesGodot project path
scenestringOptional scene to run
teardownbooleanStop the project after verification. Default: true
waitFramesintegerFrames to wait before assertions. Default: 2

No output schema declared.

No examples provided.

write_file ~57

Create or overwrite a text file in a Godot project

NameTypeReqDescription
contentstringyesFile content to write
filePathstringyesFile path relative to project root
projectPathstringyesGodot project path

No output schema declared.

No examples provided.