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kphutt/gdmutant: Mutation testing for GDScript and Godot: find the bugs your green tests would miss. · GitHub

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Mutation testing for GDScript and Godot: find the bugs your green tests would miss.

A community tool, not affiliated with or endorsed by the Godot Foundation.

What it is

Coverage tells you a line ran. Mutations tell you if a bug there would be caught: a killed mutant means yes, a survivor means no. A standalone CLI, no AI required.

Same idea, other languages: mutmut for Python, Stryker for JS/TS, PIT for Java.

gdmutant mutates your GDScript (flips >↔>=, and↔or, bumps a number, deletes a statement), reruns your tests once per change, and reports the survivors.

The --html report, open on turn_order.gd. A survivor in the source, and marked on line 27:

and its detail card: what it means, why it's risky, and how to close it.

Prerequisites

  • Godot 4.3+ (see Compatibility for exact versions), on your PATH so a plain godot --version works, or pass --godot <full-path> on every gdmutant command instead.
  • GUT or gdUnit4, already installed and enabled in your project, if you use either. A different test runner works too, via --runner command: any headless command that exits non-zero on failure.
  • Python 3.12+ (check with python --version).
  • A test suite that already passes. gdmutant reruns your tests once per mutant and reports the ones they miss, so it needs a green baseline to compare against, not a red one.

Quickstart

This mutates corpus/, a small real Godot project bundled in this repo just for this: a real script and a real GUT/gdUnit4 suite to try gdmutant against before pointing it at your own.

git clone https://github.com/kphutt/gdmutant

cd gdmutant                                # corpus/ lives right here, at the repo root

pip install .                              # installs gdmutant and its own dependencies

python scripts/install_gdunit4.py          # gdUnit4 is a Godot addon that isn't vendored in git. This fetches it

# The first run below goes quiet for a bit right after it starts: that's Godot importing every
# asset in the project, a one-time cost, not a hang.
gdmutant run corpus/turn_order.gd --project corpus --runner gdunit4 --html
# mutates one file, reruns corpus/'s real GdUnit4 tests against each mutant

Output:

...

  corpus\turn_order.gd:27   func can_act

     27 |     return alive and not stunned
        |                  ^  changed  and  to  or: every test still passed

  gap    Your tests pass whether this needs both sides (`and`) or just one
         (`or`). No test covers the case that tells them apart: the
         operands disagreeing (one true, one false).

  risk   Your tests can't tell 'needs both' from 'needs either.' A change
         that loosens or tightens this guard would pass every test.

  start  Add a test where exactly one side is true and the other false,
         and assert the outcome.

  more   https://github.com/kphutt/gdmutant/blob/main/docs/survivors/README.md#boolean
──────────────────────────────────────────────────────────────────────────

Results

Mutation score: 61.1%
  killed:   11
  timeout:  0  (counted as killed)
  survived: 7
  ignored:  0  (suppressed, excluded from score)
  invalid:  0
  error:    0

Wrote HTML report to gdmutant-report-turn_order-<timestamp>.html. Open it in a browser.

Point it at your own project

pip install 'gdmutant==0.1.*'   # gdmutant is 0.x: pin the minor so a new one is a move you make on purpose

Pick your test runner with --runner (required): GUT or gdUnit4. Godot has no built-in test runner, so both ship as addons: a plugin folder (addons/gut/ or addons/gdUnit4/) that lives inside a Godot project. Whichever you pick needs to already be installed there, in the project you're pointing gdmutant at. Godot itself needs to be on PATH, or point at it with --godot <path>. gdUnit4's usual test layout matches gdmutant's default --tests res://test, so a gdUnit4 command needs no --tests flag. GUT needs it spelled out: its stock layout puts suites in test/unit/ instead, and GUT's own -gdir doesn't search subdirectories.

# GUT
gdmutant run ../my-project/src/module.gd --project ../my-project --runner gut --tests res://test/unit --json
# gdUnit4
gdmutant run ../my-project/src/module.gd --project ../my-project --runner gdunit4 --json

--json follows the mutation-testing-elements schema

See the survivor reference for what ignored, invalid and error mean.

Killing Survivors

Kill each survivor with a real test, or mark a genuine equivalent with # gdmutant: ignore and a reason (annotation syntax). Re-run until nothing survives. A mutation score isn't a target to hit, it's a direction to watch. There's no universal "good" number.

GitHub Actions

gdmutant also ships as a GitHub Action, so a pull request can report its own survivors. This is a complete, standalone workflow file. Save it as .github/workflows/mutation.yml. Already have a workflow and just want to add gdmutant as one more step in it? See the guide's GitHub Actions section instead, which shows the bare step on its own.

name: Mutation testing
on:
  pull_request:
  push:
    branches: [main]

jobs:
  gdmutant:
    runs-on: ubuntu-latest
    steps:
      - uses: actions/checkout@3d3c42e5aac5ba805825da76410c181273ba90b1 # v7.0.1
        with:
          fetch-depth: 0        # `since` below needs the base commit in the clone
      - uses: kphutt/gdmutant@284f185f1495f2d79150781cf2e6de618ed11327 # v0.1.2
        with:
          godot-version: "4.7.0"   # the only required input
          paths: src                # what to mutate (default: the whole project)
          runner: gdunit4            # or gut, or command
          # A PR diffs against its base commit. A merge to main diffs against the commit
          # it replaced. Either way, only the code that actually changed gets mutated.
          since: ${{ github.event_name == 'pull_request' && github.event.pull_request.base.sha || github.event.before }}

It sets up Godot, installs gdmutant, and writes each survivor's gap / risk / start explanation into the job summary. The step only fails on a real error, like an already-red suite, not on survivors. Your project's existing GUT or gdUnit4 addon, and a suite that already passes, are all it needs.

The same since scoping works locally too. gdmutant run --since origin/main checks only your latest changes, for fast iteration before you commit. The Action runs it the same way in CI, so every PR gets checked automatically, even one you didn't run gdmutant against yourself.

Every input and output, and how to pin a version, is in the guide.

Compatibility

Verified at every release Expected to work
Godot 4.7.0 4.3+
Runner GUT 9.7.1, gdUnit4 6.1.3 GUT 9.x, gdUnit4 6.x, any headless command

Documentation

License

MIT, © 2026 kphutt.

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