OpenGameAgent is an open-source runtime for building AI-native game characters and systems. It turns structured game state into an agent loop that can reason, call typed game tools, stream results, and continue across game time—without moving game authority into the model.
Included
- Structured
GameInputwith arbitrary JSON context and explicit game-time moments - Stateful agent/tool loop with streaming lifecycle events
- Local in-process and remote server modes
- Actor-scoped steering, abort, cancellation, and bounded callback delivery
- Multi-NPC concurrency through isolated actor lanes
- Shared runtime/client assemblies
- Deterministic no-key example
- MIT license and source code
Game authority
Models propose typed intents. Your game still validates rules, resources, revisions, permissions, physics, pathfinding, and final state changes. Optional OpenGameAgent packages add durable actions, memory, scheduling, workflows, media providers, MCP, and other capabilities.
Providers and privacy
No model or paid service is bundled. OpenGameAgent itself does not collect or transmit project data. Data leaves the game only through providers or services explicitly configured by the developer. Do not embed a permanent provider key in an exported client; use BYOK, a local endpoint, short-lived credentials, or a server.
Installation
Copy addons/open_game_agent into a Godot 4.7 .NET project, import OpenGameAgent.Godot.props from the project .csproj, and add OpenGameAgentNode to a scene or Autoload. A deterministic no-key example and full instructions are included.
Source and documentation: https://github.com/EricSun0218/OpenGameAgent
Changelog for version v0.3.0-alpha.3
No changelog provided for this version.