Hera Identity

July 6, 2026 ยท View on GitHub

Hera is a shell-native control layer for AI agents working inside real game editors.

For Godot, the short version is:

Hera gives agents eyes, hands, and proof in the live Godot editor.

Product Promise

Hera should feel like a precise assistant sitting inside the editor, not a broad automation framework guessing from disk files.

Every feature should reinforce three promises:

  1. Live editor truth Hera reads and changes the actual open Godot editor or running game process. If a command cannot target the real process safely, it should fail clearly.

  2. Low-token control Hera keeps the agent's context small: shell commands, compact JSON by default, scoped reads before full dumps, and no resident MCP tool schemas.

  3. Proof-first QA Hera should help agents prove work through diagnostics, runtime screenshots, semantic UI clicks, deterministic qa_* hooks, and requirement-covered QA scenarios.

Voice

Use direct, concrete product language.

Prefer:

  • "Inspect the live editor."
  • "Click the visible Restart button by text."
  • "Fail if a requirement is not covered."
  • "Capture a runtime screenshot and check clipping."

Avoid:

  • Vague automation claims.
  • Treating disk files as proof of runtime behavior.
  • Presenting MCP as an enemy. Hera is the shell-native, low-token counterpart.
  • Flavor text that hides what the command actually does.

Naming

Command names should stay boring and discoverable:

  • Use nouns from the Godot surface: scene, node, resource, signal, game, diagnostics.
  • Use scoped subcommands before new top-level commands.
  • Keep whimsical Hera language in the plugin panel and docs tagline, not in command names.

Good:

hera game qa discover
hera game ui tree --type Button --fields name,path,text,disabled
hera game qa --file scenario.json

Avoid:

hera magic
hera divine-click
hera fix-it

Differentiators

Hera's identity is strongest when these are visible together:

  • Shell-native: works anywhere an agent can run a command.
  • Editor-resident: executes through a Godot addon, on the editor side.
  • Compact by default: output is terse unless the agent asks for detail.
  • Runtime-aware: can inspect and click the running game, not just the scene file.
  • QA-oriented: diagnostics, screenshots, and requirement coverage are part of the normal path, not optional polish.
  • Godot-native: follows Godot concepts and GDScript rules instead of copying another engine's abstractions.

Release Message Template

Use this shape for release notes and store descriptions:

Hera Agent Godot gives AI coding agents eyes, hands, and proof inside a live
Godot editor. It exposes shell-native, low-token commands for inspecting,
editing, running, screenshotting, and QA-checking Godot projects without loading
large MCP tool schemas into every turn.

For feature notes, connect each change to one promise:

  • Token reduction: "compact/scoped reads"
  • Precision: "live editor/runtime truth"
  • Implementation accuracy: "requirement-covered QA"
  • UI work: "Game Feel guidance plus runtime visual proof"