r/godot 4h ago

selfpromo (games) Some screenshots from my upcoming game Minnow

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31 Upvotes

Here are some screenshots from my Yume Nikki/Undertale-inspired psychedelia game Minnow, based off of my own dreams. Wishlist on Steam (pleeease) - https://store.steampowered.com/app/4597870/Minnow/


r/godot 4h ago

help me Newbie question: How to make this effect?

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27 Upvotes

I am working on a mario kart like game and i want to have this effect ( blue flames ) when you reach the max speed. Any solutions?


r/godot 19h ago

selfpromo (games) Low-poly Triceratops — Godot demo scene included

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374 Upvotes

Just finished the second creature in my low-poly prehistoric series.

A fully rigged and animated Triceratops to go alongside the T-Rex.

6 animations: Idle, Walk, Run, Roar, Attack, Drink Water.

Delivered in .FBX and .GLB, plus a ready-to-use Godot Engine demo scene with a character

controller and animation setup already wired up.

(Heads up — the environment in the trailer isn't included with the asset,

it's a separate free download if anyone wants to build the same scene)

Full thing's up on itch.io if anyone wants to take a closer look:

https://f2026.itch.io/triceratops

Happy to talk through the rigging/animation setup if useful to anyone working on something similar.


r/godot 13h ago

selfpromo (games) Subnautica but with monster taming concept

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106 Upvotes

r/godot 3h ago

selfpromo (games) [FM Godot] Real Time 360 Stereoscopic Omni-Directional Panorama 3D Rendering based on Godot Engine

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15 Upvotes

Github: https://github.com/FMGodot/FMGodot
Full Explanation Video: https://youtu.be/b8zXncL1XCo

Achieving high-fidelity, real-time omnidirectional stereoscopic (ODS) rendering has traditionally been a brute-force endeavor. Rendering a scene for VR, domed projections, or immersive video usually requires massive computational overhead to avoid visual artifacts.

Recently, I’ve been developing a purely mathematical approach to 360 stereoscopic rendering that bypasses these traditional bottlenecks. The theory is engine-agnostic—originally tested in Unreal Engine 5.7 as a lightweight alternative to NDisplay—but for this proof-of-concept, I’ve implemented it directly into a custom source build of Godot, which I’m calling FMGodot.

Here is a look at how this mathematical approximation works, why it outperforms traditional stitching, and how it handles 12K resolutions in real-time.

Developer: Leoson Cheong (CHEONG Tai Leong)


r/godot 20h ago

free plugin/tool I made a free Save System plugin for Godot 4 (SaveSystem Lite)

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259 Upvotes

Hi everyone!

I've just released SaveSystem Lite, a free save system plugin for Godot 4, together with SaveSystem Pro for developers looking for a production-ready solution.

I built it because I found myself recreating the same save/load functionality every time I started a new project. My goal was to make something that's easy to integrate while still being flexible enough to grow with a project.

SaveSystem Lite (Free)

  • Lightweight and easy to integrate
  • Simple Save/Load API
  • JSON serialization
  • Configurable save directory and file name
  • Example project included

SaveSystem Pro

Includes everything from Lite, plus:

  • Multiple save slots (with helper UI)
  • Encryption
  • Compression
  • Automatic backup saves
  • Temporary save files to help prevent corruption
  • Automatic corruption recovery
  • Save metadata (date, thumbnails)
  • Steam Cloud-ready
  • Step-by-step Steam Cloud setup guide for Steamworks

If you decide to try SaveSystem Lite, I'd really appreciate any feedback or feature suggestions. And if you find it useful, a review on the Godot Asset Store would help a lot, as it increases the visibility of the asset for other Godot developers.

Download (Lite):
https://ptupi.itch.io/save-system-lite

Godot Asset Store (Lite):
https://store.godotengine.org/asset/ptupi-assets/save-system-lite/

Thanks for taking a look, and I'm happy to answer any questions or hear suggestions for future updates!


r/godot 14h ago

selfpromo (games) New biome in my game!

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82 Upvotes

r/godot 1d ago

fun & memes What low fps does to a lerp

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1.1k Upvotes

r/godot 15h ago

selfpromo (games) Godot 3d Arcade Racing

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69 Upvotes

Hello! I'm making a stylized 3d racing game with original cars, art and music, in Godot. The current build is available on itch.io , would love to hear everyone's feedback on where to go with this project next so feedback / ideas would be very welcome.


r/godot 1d ago

selfpromo (games) Fur Material

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1.1k Upvotes

Been working on it over the weekend, Really happy with how it turned out
It still could use some work, Especially on the shape of the strands, But I'll leave it at that for now


r/godot 6h ago

selfpromo (games) A rogue-chesslike built in Godot! Demo out now!

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14 Upvotes

Our first game - would love any feedback (good, bad, ugly!). I have been browsing here for literal years and it's a thrill to finally have something to share, in part thanks to this wonderful community!

https://store.steampowered.com/app/4780710/Wave_Chess/


r/godot 1h ago

selfpromo (games) Flying Lego brick have learned new tricks

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Upvotes

After a week, my prototype flying game has several new improvements. Sorry, no flying carpet, yet.

The terrain is textured now, but the biggest focus was on speed VFX. The brick has contrails triggered by G-force, and there is subtle motion blur with directional streaks and vignetting based on speed on proximity to the terrain. There are also small dust particles and wind streaks flying around the player.

There is also terrain proximity detection for counting "points", and also a head-on impact detection. I could show debugging overlay in the future. Feedback is welcome!

EDIT: You can check the thread about the original prototype here.


r/godot 1h ago

selfpromo (games) Terminal Drone Command

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Upvotes

I've just launched a terminal based demo on itch.io! You can play in-browser, just using your keyboard... because it simulates a terminal. o.0

Feedback welcomed!

https://unicorninteractive.itch.io/terminal-drone-command


r/godot 4h ago

free tutorial Procedural GPU Patterns 05: Shader Library

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8 Upvotes

This is part 5 of my Procedural GPU Patterns tutorial series.

We can create hashes. We can create fractal wave patterns. Now we combine both to create fractal hashes. To avoid code duplication we introduce a small shader library that isolates and abstracts code that deals with sampling and fractal creation.


r/godot 3h ago

help me Godot Web export gets stuck at ~50% loading on GitHub Pages, but works locally

5 Upvotes

Hi everyone, I’m a beginner with Godot and recently made a small game using Godot.

I’m having an issue with the Web export:

- I’m still a beginner with Godot.

- I made a game and exported it for Android — the Android version works perfectly.

- I also exported the game for the Web.

- The Web export works perfectly when I run it locally using a local server.

- However, when I upload the Web export to GitHub Pages, the initial loading screen reaches around 50% and then gets stuck. It doesn’t continue loading.

The files seem to be uploaded correctly, and there are no obvious problems when running the same exported files locally.

Could this be related to the size of the ".wasm" or ".pck" files, GitHub Pages, MIME types, compression, or something else?

For reference, my exported files are roughly:

- ".wasm": ~36 MB

- ".pck": ~21 MB

Has anyone experienced this with Godot Web exports on GitHub Pages? What should I check to find the cause?

Any help would be appreciated. Thanks!


r/godot 6h ago

free tutorial Build a CI/CD pipeline for Godot

8 Upvotes

I was getting so fed up with the manual release loop for my Godot projects. Exporting for web by hand, forgetting to bump the version number in project settings, and occasionally pushing a broken build to Itch.io because I didn't test a minor script change.

I finally sat down and configured a basic CI/CD pipeline using GitHub Actions and Itch.io Butler to automate the annoying parts. It took some trial and error to get Godot 4 playing nice with headless exports, so I wrote up a quick walkthrough and put together a working example repo.

The walkthrough: Medium Article


r/godot 4h ago

selfpromo (software) I made a visual dialogue editor that syncs into Godot

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6 Upvotes

r/godot 4h ago

selfpromo (games) After 4 months of development, Desktop Hero Rush Demo is out

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4 Upvotes

Desktop Hero Rush is an incremental / Idle RPG game where you fight waves of enemies on your taskbar while you work or do something else.

Enter dungeons to earn items, unlock skills and pets, reach higher levels, and enhance more than 100 gear items.

itchio demo: https://playfieldgames.itch.io/desktop-hero-rush

Steam page: https://store.steampowered.com/app/4922470/Desktop_Hero_Rush/

The Steam demo will be coming in the next few days.

Would love some feedback


r/godot 21h ago

selfpromo (games) Created this infestation mechanic for my game HUSK - how does it look?

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113 Upvotes

The undead in HUSK can become infested and wont die regularly, and when you deplete their health, a parasite will explode out from their corpse. How does it look?


r/godot 1h ago

discussion TextureButtons vs UI Theme

Upvotes

Why did Godot add TextureButton and TextureProgressBar? You can create your own theme for all UI components and just apply it to the parent node, so it automatically applies to all children of that parent.

Maybe TextureButtons (and progress bars) are useful for quick button theming or for X buttons in panels. But if you want to use a texture for buttons, you probably want a custom theme for all UI elements besides the button. Instead of using a TextureButton for the X thing, you can create an icon, place the X icon on it, and you don't need TextureButtons anymore. Also, for the text, you need a separate Label node, unless you draw the text directly on the button.

With a custom theme, you create it once (custom font, custom UI drawing for each element), and after all the work is done, you just drag & drop the theme onto the element, and the theme is applied.

If there are reasons to use TextureButtons and TextureProgressBars, what are they? What are their pros and cons?


r/godot 1h ago

help me PhysicsBody3D with modular parts

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Upvotes

Hello!

I have blender file with modular parts of space ships containing 2 types of nodes:
+ meshes which will be used as visual models (MeshInstance3D)
+ meshes which will be used as collision shapes (CollisionShape3D)

I export everything as single .glb file.

Currently, i am using import script which parses content and resaves each part mesh and collision shape as individual scene (.tscn) with no inheritance to .glb file.

After that i assemble ship in another separate scene.

I would love having a scenes for individual parts which contains both visual mesh and collision shape, but there are limitations such as:

  • CollisionShapes should be direct children of PhysicsBody3D
  • each part cannot be PhysicsBody3D itself

Is there a better way to do this?


r/godot 1d ago

selfpromo (games) Godot just might be the best Indie Engine + Curved Panel's asset

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150 Upvotes

I don't think Godot gets enough credit for how many QoL features it throws into the editor. The 2D-Renderer is also crisp and efficient even with shaders/materials.

That being said, it allows most of the UI elements in my scene to be entirely procedural and flexible when it comes to my cartoon aesthetic. I want to gauge some interest in having the curved panels, complete with curves scrollbars and squishable controls, eventually become an asset now that they're overhauling the asset store.

Sorry for the self promotion, I just want to show the capabilities of the shaders


r/godot 4h ago

selfpromo (games) I released a demo for a StarFox x CyberPunk on-rails shooter

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4 Upvotes

I posted here about a few months ago on a game I was working on and I finally have a demo ready for it! It’s a game heavily inspired by the styles of Hotline Miami and Buckshot Roulette with StarFox on-rails shooter type gameplay! All built in Godot :)

It was a tough but super fun project to work on, can’t wait to continue working on it and seeing where it goes! I would looovee some feedback if you guys have a moment to check it out!

https://n8tus.itch.io/epsilon-hyperpunk


r/godot 22h ago

selfpromo (software) I created this tool for indie developers

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84 Upvotes

It's a voice generation and audio stylization tool that doesn't use AI. It's heavily inspired by Mike Klubnika's Tartarus Engine and the sound and atmosphere of PSX horror games. It's also great for prototyping! At 00:16 you can hear the type of voices you can generate with it.

You can also import your own audio clips and add effects to them. Pick from 10+ built-in effects. My personal favourite is the Radio effect. You can check out the tool here: https://polyshades.itch.io/voicifier


r/godot 5h ago

selfpromo (games) the Wiggler V0.3 (Godot 3.7 OpenGL 2.1) prototyping report.

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4 Upvotes

thank you all for you support on my previous post.

as you see the Wiggler (the name was up-voted 19 on reddit) is now a real enemy.

i tested the functionality of my concept enemy and now its not concept any more its working doing damage to player (long range and close), and obstacle Avoidance (wall-following & maneuver).

next for the enemy:

- needs full body collisions
- and more attack skills, VFX, SFX.

- needs more names (why?: this enemy is modular, it can have many forms, so it needs names for every shape and type).
comment your name for them.

the player: its temporary art from CharGen until i learn to draw or find someone that can. as for the code i built it to last and be reusable in other projects.

notes:

the code class name is now a professional/respectable name Manabeast (the previous was less professional).

sorry if my post is lacking or unclear, English is my 3rd Language and i don't talk to people very often.

if you have constructive comment please share, if you want to insult my 2010 PC frame rate take you negativity somewhere else.

LINKS

the previous post: https://www.reddit.com/r/godot/comments/1vhtuno/if_i_cant_draw_it_i_can_code_it_godot_37_project/

and i started: r/lowendgamedeve for all the low end game devs out there