A brush based level editor for Godot, written in Rust. heavily inspired by TrenchBroom and Hammer++, it aims for TrenchBroom parity plus Hammer++ features (entity I/O, prefabs, displacements, decals, vertex paint, lit preview) and Godot specific QoL like a live view.
Maps are saved as .gtm and built into Godot scenes by the GodotTrench addon, which started as a fork of
FuncGodot.
![]() |
![]() |
![]() |
| Lighthouse and Forest | Church and School | Mountain Hanging House |
the showcase maps above are rendered in Godot and were built entirely through the editor's MCP tools, see examples/mcp.
work in live mode to instantly see changes before saving Live mode.
This project makes use of AI / LLMs, specifically Claude. Expect bugs and weird shenanigans, feel free to open issues or pull requests with fixes.
If you want to use AI to create pull requests you must ensure it isn't sloppy (like heavy em dash use, useless and unnecessary comments and a heavy use of emojis)
by creating a pull request you vouch for the changes the AI made, and if it causes any faults you own the blame.
you must pass the whole test suite and preferably write tests for the feature you changed or added.
agents working on the repo should follow AGENTS.md, it lists the checks, style and gotchas.
grab the rolling beta, rebuilt from main whenever every test passes: the editor for Linux, Windows and macOS, the Godot addon (the editor installs
it into your Godot project, or unzip it there yourself) and a demo project. itch.io has the same files. or build it yourself: clone with
git clone --recursive so the addon submodule comes along, then cargo run -p gt_editor --release.
to use a map in Godot, add a FuncGodotMap node, point it at a .gtm file and press Build Map.
- brushes, meshes and terrains with TrenchBroom style editing, CSG, clip, vertex and texture tools
- scatter trees, rocks and foliage onto chosen surfaces, blend materials and terrain layers
- doors, lifts, buttons, triggers, spawners and logic entities with Hammer style I/O, plus C# entities
- live link to Godot with a live mode that shows edits before saving, lit preview, prefabs, displacements and decals
- an MCP server so agents and scripts can build maps too
The documentation is at paraxdev.github.io/GodotTrench, built from docs. Good places to start:
- Getting started
- Shortcuts
- Building maps in Godot
- How entity I/O works
- MCP server
- Development: building, tests, CI
- The Godot addon
this project couldn't exist with the work of:
TrenchBroom as it inspired the whole ui and features
and FuncGodot, which the Godot addon started as a fork of.
the toolbar, menu and outliner icons are from Lucide.
GodotTrench is AGPLv3 licensed, see LICENSE. third party code and assets are listed with their licenses in LICENSES.md.





