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DriftBrief

Help AI understand how your game fits together before it starts building.

AI can help plan systems and scaffold their foundations. DriftBrief gives coding agents a compact, automatically updated map of the existing game: scripts, scenes, prefabs, modules and assets.

Try the map demo · Download the installer · Release files

Unity game map

Local · MIT · Node.js 22 or 24 · One MCP tool · 4 KB default map

Install once

Download driftbrief-install.mjs, open a terminal in your game project, and run:

node /path/to/driftbrief-install.mjs

The installer creates .driftbrief/, builds the first index and adds project integrations for Codex, Claude Code and Cursor. Restart your client and accept its native project/MCP trust prompt.

For the portable folder, run node .driftbrief/run.mjs init. Select clients with --clients claude,cursor. Repeated installation preserves existing settings.

For Codex CLI 0.154.0-alpha.6.2, start with node .driftbrief/run.mjs launch codex to supply the MCP settings for that session. Client setup documents each integration path.

Related MCP server: NEAT MCP Server

One map interface

map()                           → compact project overview
map({ query: "PlayerMovement" }) → connected scripts, prefabs, scenes and assets

The agent follows the returned paths with its normal file tools. Every map request reconciles project files and checks selected text hashes; the connected MCP worker also refreshes in the background.

Project

Connections

Unity

Scene/prefab references through .meta GUIDs, C# declarations, assemblies and declared package versions

Unreal

.uproject modules, Build.cs dependencies, header candidates, source/config asset paths and asset locations

HTML5 / Phaser

Local JS/TS imports, literal scene transitions and asset-loader paths

Cocos Creator

Exact scene/prefab UUID links through top-level .meta UUIDs

Other browser engines

JS/TS imports, literal paths and package detection for Pixi, Three, Babylon and Laya

The adapters provide static project navigation. Binary assets have path/existence coverage; live editor state and Blueprint graph analysis belong to engine-connected tooling. Dynamic or ambiguous references appear in coverage metadata.

Built to stay compact

  • One agent tool with a 4,000-byte default response, including metadata.

  • Two bounded relationship hops around the requested feature.

  • Reuse of parsed data when source hashes match.

  • Unity and Unreal generated directories excluded from indexing.

  • Prompt-free map storage with three rolling index generations.

  • Local operation using the existing coding client's MCP connection.

  • Read-only access to game files, with reversible project integrations.

Source fingerprints record the bytes observed at verification time. Token estimates use UTF-8 bytes divided by four. Full resource bounds and data handling are in architecture.

Check or remove

node .driftbrief/run.mjs map "PlayerMovement"
node .driftbrief/run.mjs doctor
node .driftbrief/run.mjs uninstall

Uninstall removes unchanged owned entries and preserves user edits. Restart clients, then remove the runtime folder once references are clear. Reinitialize after moving a project or Node installation.

Build and measurements

The suite includes 36 automated tests and 12 game-fixture navigation checks. View validation, raw measurements and CI runs.

npm ci --ignore-scripts
npm run check
npm run demo
node scripts/game-bench.mjs
npm run release:local
node scripts/check-one-step.mjs

Market research · Maintenance · LinkedIn post

Planning to add Godot next.

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