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The Reddy app icon — a white R mark on a dark tile.

AI IDE for game development

An IDE that sits next to the engine

Open a folder and the bridge and the skills land in place. A code index comes up, build and debug attach, and beside them you can order work from the editor that is already running.

Windows 10/11 (64-bit)

The Reddy window: projects on the left, the Revvy tab in the middle, an Unreal solution explorer on the right, and Build and run editor along the top.
One Unreal project open. Build and run along the top, the solution view on the right, the Revvy tab in the middle.

Opening the folder is the setup

There is no configuration screen to get through first. Add a project and Reddy works out which engine it is, then puts what it needs in place.

  1. 01

    Marker files identify the engine

    .uproject, then ProjectSettings, then project.godot, then default.project.json — in that order.

  2. 02

    A first bridge install does not ask

    It creates a folder that was not there, so it runs and says so. It asks when it updates, when it enables the plugin, and when an install fails.

  3. 03

    The agent wiring comes with it

    A read-only and an edit endpoint are registered in .mcp.json. The token is never written to the file — only an environment reference.

  4. 04

    Files you edited are never overwritten

    The install records a hash of every file it wrote. If one of them has changed by the next update, Reddy names it and stops.

Claude, Codex and Kimi all read one .revvy/shared-memory.md. Leave decisions and conventions there and the next session picks them up, whichever model shows up.

The Revvy mascot — a white robot rabbit with mint and lavender ears.

Order work from the running editor

Revvy is a tab inside the IDE — one per project. What you ask goes through the bridge into the editor that is already open. The chat panel that used to live inside the Unreal editor is gone; there was no reason to keep the same conversation in two places.

  • Agents: Claude / Codex
  • Scope: Safe · inspect / Full · edit
  • Models: whatever the installed CLI offers
  • /resume continues, /new starts over

Switching agent or scope opens a fresh session. On Claude, /resume brings the previous thread back.

The Revvy tab toolbar: Revvy and port :8089 on the left, Claude and Full · edit on the right.
Which agent you are on and which scope you are in stay on the toolbar.

And it is still an IDE

It is not one window that talks to the editor. Editor, terminals, Git and browser are in a single workspace, with an engine-project layer on top of them.

  • A solution, not a file tree

    Unreal's Intermediate and Saved, Unity's Library and Temp, Godot's .godot are taken out; Content and Assets stay. Hiding works off folder names, so anything it cannot classify still shows — this explorer is also where an agent picks up assets.

  • The code index comes first

    Opening your first .cpp runs UnrealBuildTool to write compile_commands.json. You do not wait for a first build before CoreMinimal.h and AActor resolve, and completion, go-to-definition, find-references and rename attach. The language servers are clangd, OmniSharp and Godot's own — and nothing is downloaded behind your back.

  • Derived Blueprint counts on UCLASS

    Above a UCLASS declaration, how many Blueprints subclass it. With the editor closed it draws nothing — silence beats a wrong number.

  • Worktrees and automation

    Open worktrees side by side and run several agents inside one of them. 35 coding CLIs are supported, and scheduled automation creates its own workspace and runs headless.

The solution explorer showing the DuckSoul project's Content, Source and Plugins alongside .mcp.json and AGENTS.md, with git status marks on the right.
The solution view. Build output is taken out; Content and Source stay.

Build and debug without leaving

No switching to the engine to compile and back. Run configurations ship per engine, errors collect in the Problems panel, and a double-click lands on the file and line.

The run bar: a Build and run editor dropdown, a run button, and a connection indicator.
The run bar. Pick a configuration and press play.
EngineRun configurationWhat it does
UnrealBuild and run editorCompiles the editor target and opens it if the build succeeds.
Build editorCompiles the editor target with UnrealBuildTool. Does not open it.
Run editorOpens the editor without compiling, from the last build.
Debug editorRuns the compiled editor under the debugger.
Automation testsRuns the project's automation tests headless.
UnityOpen editorOpens this project in the Unity editor.
Compile solutionBuilds the C# solution Unity generated.
Attach to editorAttaches the debugger to a running Unity editor.
Edit Mode testsRuns the Unity Test Framework in batch mode.
GodotOpen editorOpens this project in the Godot editor.
Import projectA headless import pass. Surfaces parse errors in every script.
Debug current sceneAttaches to the Godot editor's debug adapter.
GUT testsRuns GUT headless.
  • The build target is not guessed. Reddy reads *.Target.cs under Source to find the real editor target, so a project renamed from a sample still builds.
  • Output is parsed in four formats — MSVC, clang, linker and Godot — and CP949 console output on Korean Windows is decoded rather than mangled.
  • Breakpoints attach through each engine's real debug adapter: cppvsdbg for Unreal, vstuc for Unity, Godot's own.

The skills are already installed

Starting the app copies 85 bundled skills into your agent folders. No network, no install step. Installing the Unreal bridge puts its own tree of 95 alongside the project.

  • Nothing is downloaded

    The skills ship inside the app. They are copied only into agent folders that already exist — Reddy will not create one for a CLI you do not use.

  • Your edits survive

    Content hashes decide what to update. A skill you changed is left alone.

  • They are not all read

    Names and descriptions stay as a list; the body of a skill is opened when the work calls for it.

Some of what is in there

  • Blueprints
  • Niagara
  • Landscape
  • Materials
  • MetaSounds
  • UMG widgets
  • Gameplay Abilities
  • Character Movement
  • World Partition
  • Level Sequencer
  • Replication
  • PIE testing

Unreal 78 · shared 8 · Unity 2 · Godot 2 · Roblox 5 = 95 (the Unreal bridge tree)

Engines and tools

TargetConnectionWhat works today
Unreal Engine 5.8Revvy editor plugin (C++ / MCP)Blueprints, assets, materials, animation, landscape, audio, UI, project settings, PIE playtests, screenshots. Build, debug, automation tests, code index
Godot 4.5+Dependency-free GDScript bridge (11 tools)Scene inspect/create/mutate, play mode, viewport capture, simulated input, properties, instance overrides. Headless import, debug adapter
Unity 6000.3+Editor package bridge (11 tools)Scene inspect/create/mutate, play mode with pause/step, viewport capture, properties, prefab overrides. Solution compile, attach debugger
Blender 4.5 LTS / 5.xMachine-wide bridge (22 tools)Scene / mesh / UV / animation inspection, mesh edits, modifiers, materials, import & export
Roblox StudioStudio's built-in MCP server (28 tools)Game-tree search, script read & edit, Luau execution, playtests, mesh & material generation, console, screenshots

Blender and Roblox attach as tool workspaces with no project. Reddy checks whether they are already running, so Launch never opens a second instance. Roblox has no run configurations.

Scope and boundaries

The honest option: show the default on screen and keep the switch in one place.

A new engine project defaults to Full
Turn it off once in Settings and new projects open in Safe from then on. Which one you are in is always on the chat toolbar.
Safe inspects, Full edits
Safe allows editor inspection and reading logs and screenshots. Either way, file edits and shells do not open in this lane.
Revoking closes the session
Revoke in Settings and a live session closes within seconds.
The bridge and the MCP servers stay on this machine
Both are loopback. The capability token lives in the app process and never reaches the UI layer.
A refusal looks like a refusal
Without permission Reddy says what was blocked instead of quietly downgrading the request.

Getting started

  1. 01

    Download Reddy

    Windows installer, auto-updating

  2. 02

    Sign in to an AI CLI

    Claude Code or Codex, whichever you use

  3. 03

    Add a project

    Add an Unreal, Unity, Godot or Roblox folder and the bridge attaches

  4. 04

    Build it

    “Build and run editor” from the run bar

  5. 05

    Open the Revvy tab

    Try “summarize what’s in the current level”

Blender and Roblox need no project: add them from + → Tool workspaces.

Download for WindowsWindows 10/11 (64-bit)

Windows will warn you on install

This build does not carry a code signing certificate yet, so Windows shows a SmartScreen warning about an “unknown publisher”. To install, choose [More info] and then [Run anyway].

The certificate is being issued; this note goes away when it lands.

  • Code signing certificateBeing issuedIn progress

FAQ

Which AI does it use?
The Claude Code or Codex CLI you already have. Reddy asks for no separate API key and uses your existing login and subscription.
Do my project files leave my machine?
The bridges and MCP servers Reddy opens are loopback-only. Model traffic is whatever your own AI CLI does with your account.
What if the editor isn't running?
Requests that inspect or change the editor need it open; Reddy says so and stops. Builds and the code index do not need it.
What doesn't it do?
No cooking or packaging — builds stop at the editor target. Roblox has no run configurations, the build path is Windows-only today, and there is no inline ghost-text completion.
Other engine versions?
Unreal targets 5.8. Godot is written against the 4.5 API and directly verified on 4.6.1. Unity targets 6000.3.
Is it free?
The Reddy app is distributed by RevStudio. Model costs follow the AI CLI account you use.

Credits

  • OrcaMIT · the open-source IDE Reddy is built on
  • VibeUEKevin Buckley · MIT · the base of the Revvy Unreal plugin