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Getting started ​

Connect a model engine and send your first message. You can add project tools and memory once that basic connection works.

Requirements ​

  • An Apple Silicon Mac running macOS 26 or later.
  • A compatible model engine, with a model that fits the memory available to it.
  • An engine endpoint and any credentials it requires.

GOAT does not include model weights. Start with models and engines if these concepts are new to you.

Install GOAT ​

  1. Download GOAT-0.1.1.dmg from the official Kid release.
  2. Open the disk image and drag GOAT into Applications.
  3. Open GOAT from Applications. The official app is signed by Joseph Blythe and notarized by Apple. macOS may ask you to confirm opening an app downloaded from the internet.
  4. Allow local-network access if your engine is on your network, then connect your engine below.

The disk image also includes the optional goat CLI and licence notices. You do not need the CLI, Xcode or an Apple Developer account to use the app. See CLI and API if you want local command-line access.

The release includes SHA256SUMS.txt and release-metadata.json. To check the download, save both beside the DMG, open Terminal in that folder and run shasum -a 256 -c SHA256SUMS.txt. Both entries should report OK.

Updating within Kid ​

0.1.1 is a maintenance update within Kid. Finish active chats and command jobs before quitting to replace an installed app. Keep a backup of GOAT Home and Application Support as described in Storage and backups. An ordinary app replacement does not require resetting preferences or uninstalling user data.

The revised 0.1.1 disk image places the optional executable in CLI Tools and the notices in Licence, shown with a document-style icon. Drag GOAT to the blue Applications folder bearing the standard Applications symbol.

Build from source ​

Source builds require Xcode with the macOS 26 SDK and XcodeGen. Follow Contributing for build and launch instructions. They use ad-hoc signing by default and do not require Apple Developer membership. Certificate-signed local builds are optional; see Releasing. Do not restart GOAT while a chat or command is active.

Connect your engine ​

  1. Start your engine and make a model available using that engine’s controls.
  2. GOAT opens Settings → Engine on a fresh installation. Choose Add Engine, select its preset and enter its actual root URL. Conventional ports are defaults, not a requirement.
  3. Enter the API key if the engine requires one. Use Test to check the connection, then add the connection. Your first engine becomes active automatically.
  4. Choose a model from the composer. Begin with a short text request such as “Explain what a project brief should contain.”
  5. Send the message. A successful connection shows a response in the transcript; tool setup is not required for this first conversation.

Fresh installations have no configured engines. Presets help you enter connection details; they do not install or start a server. Custom remains available for other compatible servers. Existing saved connections are preserved.

If the model list is empty or the request fails, use Connect an engine and Troubleshooting. Check the endpoint, authentication and JUDAS policy before changing unrelated settings.

Start project work ​

Create a Pen to group related chats and add project instructions. Bind a folder when you want to work with files. Linking a folder does not grant write or command permissions, and does not automatically add every file to a model request.

Next, work on code, use memory or inspect previews. Read Privacy to understand local storage and the services you configure.

Attach files and images ​

Paste copied files or an image into the composer, drop files onto it, or choose Add files or photos. Images show thumbnails; supported text/code files show a file icon and extension. Use the X to remove an attachment before sending. UTF-8 text/code files are limited to 512 KB each; image input is limited to 25 MB and resized for the engine. PDF, Office documents and archives are not supported. Attachments are copied into local chat storage; text files enter model context as labelled file content, subject to context budgeting. Image understanding depends on the selected model.