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Gdharness

@aurelioloMCP server · External

A harness for driving a Godot 4 project from an agent: addons, runtime bridge, MCP server, CLI.

Debuggingv1.2.11MITTypeScript
Freeno charge per call

Runs on your machine from its package; the steps are below.

OpenSSF Baseline
From the README

What it does

  1. Reads
  2. Writes
  3. High impact

At most: moves money, runs code or commands, deletes data, or sends messages for you.

What it costs

Free

Odel charges nothing per call. The publisher may charge for its own service.

Runs locally over stdio

This server isn't hosted — your MCP client launches it from a package registry. Use one of the commands below, or drop the config into your client (e.g. Claude Desktop).

npmgdharnessv1.2.11

Run

npx -y gdharness

MCP client config

{
  "mcpServers": {
    "gdharness": {
      "command": "npx",
      "args": [
        "-y",
        "gdharness"
      ]
    }
  }
}
README2 min read

CI Scorecard OpenSSF Best Practices OpenSSF Baseline SLSA Build 3 SBOM Signed releases npm Release MCP server Made for Godot 4.7+ Node Bun Licence

An agent cannot see a running game. It reads your scripts and guesses at the rest: whether the button is on screen, whether the panel updated, whether that error mattered.

gdharness makes the engine answerable instead. What the screen says, where a control is, what a property reads right now, what the console printed, what broke and on which line.

Install

Hand this to your agent:

text
Install gdharness here by following https://aureliolo.github.io/gdharness/agent.md,
then tell me what it asked you to recommend back to me.

Or do it yourself, and pick your harness: aureliolo.github.io/gdharness.

The loop it exists for

jsonc
editor_run      { "op": "start", "projectPath": "C:/games/hall" }
runtime_inspect { "op": "find", "says": "Buy" }              // the button, by the word on it
runtime_input   { "op": "click", "nodePath": "/root/Hall/Ledger/BuyButton" }
runtime_inspect { "op": "text", "nodePath": "/root/Hall/Ledger" }   // what the panel says now
editor_output   { "projectPath": "C:/games/hall" }           // errors and warnings, with backtraces

The open editor plays the game, so its debugger holds it, which is what lets you set a breakpoint and read the variables in scope when it stops.

Every answer is read back out of the engine after the fact, never echoed from the request. A tool that cannot answer says which state it is in and what would change it, rather than answering emptily, so a call that succeeded is a call that was understood.

At a glance

NeedsGodot 4.7 or newer, Node 22 or newer. Runs under Bun 1.4 too.
Surface30 tools named domain_verb, and 4 godot:// resources
ReachesThe editor that is open, a game it is playing, and the project on disk
Harnesses35, written inside the project wherever the harness has a project config
SkillWritten to .agents/skills, which every major harness reads
Installnpm, or a Sigstore-signed archive with an SBOM, SLSA Build Level 3
ProvenEvery tool driven against Godot 4.7.2 in CI, on Windows, Linux and macOS
Status1.0: every release is a patch. What a bump means

Older 4.x is likely to work and is not tested.

Documentation

aureliolo.github.io/gdharness: installing it, how the parts connect, and every tool, op and argument.

SECURITY.md is how to report something. CONTRIBUTING.md is what a change has to clear.

Project

Fork of GoPeak v2.3.9, September 2026, MIT: the original MCP server godot-mcp by Solomon Elias, GoPeak by HaD0Yun, and completely reworked since to be hardened, condensed and more streamlined.

Not affiliated with the Godot Foundation.

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