The game itself
Godot, and a devtools protocol for it
An HTTP server running inside a live Godot process — the game it drives is playable here: For What Lies Beneath.
Endpoints read the live scene tree and game state, take a screenshot bundled with the state
dictionary at that instant (removing an eval-then-screenshot timing race), and drive it:
/eval runs a real GDScript expression against the running scene and returns real JSON,
and /input synthesizes events through Godot’s actual input pipeline — InputMap, GUI input
routing, viewport coordinate remapping — so a synthetic click exercises the same path a human
click does, not a faked callback.
Gated to debug builds only, bound to localhost by default; an env var binds 0.0.0.0
specifically for WSL2 (whose NAT only forwards services bound that way), another lets multiple
headless instances coexist on different ports. First committed 2026-06-14. The project it
drives (a from-scratch personal game) is a private repository.