Solers is an open-source, AI-native game engine built on Godot.
Describe a world, a mechanic, or a problem. Solers works inside the real editor: it can understand your project, make the change, run the game, look at the result, read the errors, and keep going.
Getting started · Documentation · Contributing
Godot 4.6.3 · Standard Godot projects · Bring your own model
- Understand the entire game — read the project, scenes, resources, code, imported assets, editor state, logs, and the running game.
- Build the world — create and refine 2D or 3D scenes, geometry, materials, physics, navigation, animation, cameras, and reusable resources.
- Program the experience — write and validate scripts, connect systems, and implement interactions, player controls, and game rules.
- Direct the visual pipeline — control lighting, environments, shaders, GI, shadows, reflections, UVs, lightmaps, rendering, and baking.
- Manage the content pipeline — find, generate, process, organize, and import models, materials, HDRIs, music, and sound effects.
- Run, debug, and ship — play the game, inspect its output, capture visual evidence, fix failures, validate the result, and export playable builds.
- Work autonomously, under your control — plan long tasks, continue across background jobs or restarts, request approval, preserve history, and undo supported edits.
Your work is never trapped in a private format. A Solers project is a normal Godot project that you can open, edit, and ship with familiar Godot tools.
Solers is currently an active-development build. Clone the source first:
git clone https://github.com/brandlll-lee/SolersEngine.git
cd SolersEngineInstall the standard Godot build toolchain, then build and run:
python -m SCons platform=windows target=editor dev_build=yes tests=yes -j4
.\bin\solers.windows.editor.dev.x86_64.exeInstall the native dependencies, then build and run:
sudo apt-get update
sudo apt-get install -y build-essential scons pkg-config \
libx11-dev libxcursor-dev libxinerama-dev libxi-dev libxrandr-dev \
libgl1-mesa-dev libglu1-mesa-dev libasound2-dev libpulse-dev \
libudev-dev libwayland-dev libwayland-bin
scons platform=linuxbsd target=editor dev_build=yes tests=yes -j4
./bin/solers.linuxbsd.editor.dev.x86_64For other distributions, see the official Linux build guide.
Then:
- Open or create a Godot project.
- Open AI Setup and connect a model provider.
- Open the Solers panel and describe what you want.
Use these reference images to build a warm, lived-in bedroom.
Run the scene, inspect the result and errors, fix any visible problems, then save it.
macOS follows the same SCons flow with platform=macos.
Use the model access you already have:
- sign in with ChatGPT to use Codex
- connect OpenAI, Anthropic, Gemini, DeepSeek, or Qwen
- run locally with Ollama or LM Studio
- use any compatible private or hosted OpenAI-style endpoint
Solers only shows connected providers. Image input and reasoning effort appear when the selected model supports them.
Solers is built into the editor, so its AI acts on live engine state instead of a text-only copy of the project. It uses composable native operations, keeps long tasks recoverable, and verifies the result before declaring success. External agents can use the same capabilities through a local MCP-compatible interface.
Projects and session history stay on your machine. When you choose a remote model or asset service, the information needed for that request is sent directly to that provider under its own terms. Local models can be used without a remote LLM provider, and remote access is blocked while Privacy Mode is enabled.
Solers is built in public. Contributions that make the engine simpler, more capable, or more trustworthy are welcome. Start with the contribution guide and architecture notes.
Solers is a fork of Godot Engine and is available under the MIT license. See COPYRIGHT.txt for attribution.
Solers is an independent distribution and is not affiliated with or endorsed by the Godot Foundation.