godot-mcp is now Swallowtail. Same toolkit, new name. Why, and how to migrate

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Why Swallowtail exists

A note from the maintainer about making games, using AI as a tool, and respecting different choices.

A note from the maintainer

After twenty years as a programmer, I just wanted to build games. Games for my son. Games for myself. Swallowtail grew out of trying to make that part of my life possible.

I don’t have the budget to hire a team to fill out every part of my vision. I also don’t want to spend ten years committed to one uncertain project at the expense of my health or my family. I needed a way to spend more of my time building, trying things, and seeing whether they were worth taking further.

What I wanted was a toolkit that lets me work the way I want on any given day, and that includes using AI as one of the tools. Some days that is a terminal and a script I can run again. Some days it is an agent driving the editor while I review what it changed. Swallowtail gives both the same commands, so the choice stays mine. Making a game still means making choices, revising them, playing what you’ve built, and taking responsibility for the result, whichever way the work got done.

I understand the concerns about AI, and I don’t expect my reasons to settle those concerns. I’m not OpenAI, Anthropic, or NVIDIA. I’m an individual programmer trying to make games with the time and resources I have.

You don’t have to agree with my choices, and I respect that. I’m here to build games and share a tool, not to fight. Questions and criticism are welcome. Bullying and personal attacks aren’t.

What the toolkit requires

Swallowtail is an automation toolkit for Godot. It runs from a terminal, a shell script, or an agent. It has no model dependency and needs no AI account or API key. MCP is an optional way to connect a compatible client.

The editor addon and CLI communicate locally. If you choose to use an external agent or service, what that client sends elsewhere depends on its configuration and provider. Swallowtail does not make that choice for you.

The results are ordinary Godot scenes, scripts, and resources. Inspect them in the editor, review file changes, and keep version-control checkpoints. Supported scene edits participate in Godot’s UndoRedo; script execution and file operations need their own review and recovery plan.

The toolkit does not include image or audio generation. Its job is to operate, inspect, and test the project. How you make the rest of your game is up to you.

Your game. Your workflow.

Use the parts that help. Work by hand when you want to, write a script when a job repeats, and involve an agent if it fits how you work. An agent is never required to use Swallowtail.

Start with the terminal quickstart, or read about scripting and CI.

Built with the help of swallowtail. MIT licensed.