First Run
1. Open your project in the engine
Section titled “1. Open your project in the engine”Open your game project in Unity, Godot, or Unreal Engine. Ensure the Cluewren plugin is installed and enabled.
2. Start a new agent session
Section titled “2. Start a new agent session”Open a terminal in the root directory of your game project and start a new agent session:
# For Claude Codeclaudeor
# For OpenAI Codexcodex3. Submit a playtest request
Section titled “3. Submit a playtest request”Ask your agent to playtest the game in plain English. For example:
- Verify claim:
"Use Cluewren to verify that the door opens with the red key." - Reach a goal:
"Use Cluewren to kill the boss while keeping your health above 20% of its maximum value." - Explore mechanics:
"Use Cluewren to explore the crafting system in Lvl_Main." - General test:
"Use Cluewren to go through the currently open level and tell me everything that looks wrong."
You can include optional time limits, such as play minutes for exploration or an overall run time limit.
What happens during a run
Section titled “What happens during a run”start_run: The agent callsstart_runwith the request text and kind. The MCP server starts a local WebSocket bridge and waits for the engine plugin to connect.- Instructions and briefing: The agent reads the generated
INSTRUCTIONS.md. If needed for the task, it readsKIT-PLAN.md(multi-step plans),KIT-FIGHT.md(combat tactics), orKIT-POINTER.md(pointer and click input). - Research and probing: The agent inspects code files and runs
probecalls against the live game. Probes execute C# statements against the running game to inspect actors, read properties, and test mechanics. Research has a 10-minute limit before the first episode, and each probe can run for up to 120 seconds. - Harness authoring: The agent writes
harness.cs(or copies an earlier harness withuse_harness). It can validate the harness without Jev usingcheck_harness. - Episodes: The agent calls
run_harnessto run play episodes lasting between 5 and 360 seconds. The harness executes in a sandbox, querying Jev to make decisions in real time. - Visual inspection: If the request involves visual appearance or animation, the agent delegates to its
frame-describersubagent. The subagent inspects in-memory episode frames using theframestool and describes what is visible without being told what outcome was expected. - Report: Once settled, the agent calls
report. The MCP server writesreport.jsonto the run directory and returns the final result.
Memory and run folders
Section titled “Memory and run folders”Cluewren stores run data inside the game project:
- Unity:
<project>/UserSettings/Cluewren/ - Godot:
<project>/.godot/cluewren/ - Unreal Engine:
<project>/Saved/Cluewren/
Each directory contains:
notes.md: Accumulated notes, mechanics, and controls.lib.cs: Reusable C# harness helpers.runs/<yyyyMMdd-HHmmss>/: Per-run files (harness.cs,traceN.jsonl,report.json,REQUEST.md,INSTRUCTIONS.md).
Project text exports (“codex”) generated for the agent are located at:
- Unity:
<project>/Library/CluewrenCodex/ - Godot:
<project>/.godot/cluewren_codex/ - Unreal Engine:
<project>/Saved/CluewrenCodex/
If no editor connects
Section titled “If no editor connects”The start_run tool waits up to 60 seconds for the engine plugin to connect to the local bridge. If no editor connects in time, it returns:
“No editor connected within 60 s. Tell the user to open the game’s project in its editor with the Cluewren plugin, then call start_run again.”
If you see this message:
- Confirm that your game project is open in its editor.
- Confirm that the Cluewren plugin is enabled in the project.
- In Unity, check
Window > Cluewren. In Godot, check the Cluewren dock. In Unreal Engine, confirm the plugin built and loaded. - Call
start_runagain from your agent.