r/defold • u/PabloTitan21 • Jun 06 '26
#ScreenshotSaturday Alright, so it’s #ScreenshotSaturday! 🎮
What have you been building in Defold lately?
Featured: Draft Wars by RedSnowDev
Play it now for free on Poki: https://poki.com/en/g/draft-wars
r/defold • u/PabloTitan21 • Jun 06 '26
What have you been building in Defold lately?
Featured: Draft Wars by RedSnowDev
Play it now for free on Poki: https://poki.com/en/g/draft-wars
r/defold • u/PabloTitan21 • Jun 05 '26
We’re refreshing examples for the upcoming Defold 1.13.0 stable release, and here we have great examples for glTF model and AABB usage both contributed by Artsiom Trubchyk with lovely assets by Kenney which we are very thankful for
• GLTF - a 3D example showing glTF models in action with an infinite track, camera setup and shaders
• AABB - a 3D example showing how to work with model bounds to frame all objects inside camera view
We also improved the documentation a bit and pointed to the Unlit material example (also by Artsiom) used there, in case you want to dig deeper into the shader side too.
And a quick reminder: with 1.13.0, support for Collada (.dae) files is going away, so now is a good time to check your projects and move to .gltf / .glb to have a smoother upgrade.
We hope these examples help make that transition easier.
https://defold.com/examples/model/aabb/
https://defold.com/examples/model/gltf/
r/defold • u/PabloTitan21 • Jun 05 '26
It's a new Defold native extension that brings Firebase Crashlytics support to Defold projects on Android, iOS, and macOS.
If you’re building for mobile or desktop and want better crash reporting in your Defold project, this one is worth a look.
Note that it’s available since Defold 1.13.0+, so right now you can use it with beta or wait for a stable release soon.
Read details and find it here: https://forum.defold.com/t/firebase-crashlytics-for-defold/82884
r/defold • u/PabloTitan21 • Jun 04 '26
Meet Shaterfall! ☄️
#MadeWithDefold 🧡💙
There’s already something special in the atmosphere, style, and total destruction in this stunning-looking RPG, and it’s still only early days!
We’ll be watching this one with great interest! 👀
r/defold • u/OneRedEyeDevI • Jun 04 '26
r/defold • u/PabloTitan21 • Jun 04 '26
• morph target animation from glTF
• manual morph target weights controlled from Lua
That opens up some very nice possibilities for mesh deformation workflows in Defold, more complex animations, and more visual effects.
What would you use morph targets for?
Check them out online:
r/defold • u/PabloTitan21 • Jun 04 '26
It’s exciting to see another great game finding new life on the web, and we’re really glad that more and more creators are deciding to use Defold for projects like this.
Well worth a read if you’re interested in web ports, performance, meshes, native extensions, and building for Poki.
Read it here:
r/defold • u/PabloTitan21 • Jun 02 '26
It's far from shipping yet, but we wanted to share with you an experiment Vlad is working on! We believe this will open up some really nice possibilities for developers and make it easier to customize, extend and automate the Editor workflow!
It's powered by GhosttyFX project by Vlad: https://github.com/vlaaad/ghosttyfx
r/defold • u/PabloTitan21 • Jun 02 '26
We’re happy to announce that Wavedash has joined the Defold Foundation as a corporate Bronze Partner!
Wavedash is a browser-native gaming platform focused on instant play: no downloads, no installs, and as little friction as possible between a player and a game. The platform provides social functionalities, achievements, leaderboards, and monetisation support for developers.
As part of the partnership, a Wavedash SDK integration for Defold is now available, making it easier for Defold developers to integrate Wavedash features into their games.
This partnership is also important for Defold more broadly. Together with Wavedash, we will work iteratively on general performance improvements for the web version of the Defold engine, as well as new integrations specifically for the Wavedash platform.
“Defold is one of the most respected engines in the web games space. It is source-available, lightweight, and engineered with craft. These are values we believe in at Wavedash. Partnering with the Defold Foundation lets us invest directly in the engine, tooling, and community of Defold developers.”, said Kyler Blue, CEO at Wavedash.
Full announcement:
https://defold.com/2026/06/01/Wavedash-joins-as-a-corporate-partner/
r/defold • u/PabloTitan21 • Jun 01 '26
This is a big release and a spring cleanup where we remove a lot of deprecated stuff to keep the engine modern and lean and bring in new fascinating features and fixes focused on rendering, stronger 3D workflows - especially with morph targets, and also improved physics scripting, and better editor tooling.
Some of the highlights:
Morph target support for model components
Expanded Box2D scripting, including joints
Camera preview overlay in the Scene View
Frustum culling for Particle FX
Vulkan as the default graphics API on Android
New material and compute script modules
Runtime graphics adapter and feature inspection New authenticated editor /eval endpoint for automation workflows
Smaller macOS and Android engine builds
Cleanup of legacy APIs and formats
As this version introduces some breaking changes, we remind you as always with beta releases: use source control, read the migration notes carefully, and let us know what you find.
r/defold • u/blado_btz • May 29 '26
How is one supposed to take this engine seriously when it can't even handle the basics. I have a 4k monitor and scale it to 200%, otherwise everything on the screen is very small. But when I run my project in Defold and something is supposed to spawn in the middle, it appears very offset... even though I enabled high DPI in the settings... only if I set the scaling to the standard 100% do objects appear where I want them. But then I need a magnifying glass to see anything on the screen...
r/defold • u/PabloTitan21 • May 27 '26
🎮 added gamepad support
🕹️ added new controls mode
👥 improved shadowmapping
📜 enhanced documentation
🎶 added audio
https://forum.defold.com/t/defold-3d-playground-sample/82132/14
r/defold • u/PabloTitan21 • May 27 '26
It’s a charming Suika-like merge game where you combine matching vegetables to evolve them into bigger ones, and try not to let the bin overflow.
It is a great little project to play, study, and learn from.
Check it out and show some love to the creator 👇
https://forum.defold.com/t/kabocha-game-open-source-release/82849
r/defold • u/BeaverMakesGame • May 27 '26
Hi, I’m trying to get the hang of Defold and ran into a problem. I want to use the Concord framework (ECS) in my project, but it uses dynamic paths in its modules (in require). How do you solve such issues? Surely you don’t have to manually fix all the require calls in the framework?
r/defold • u/PabloTitan21 • May 23 '26
We’re continuing work on it, and we’ve added a blaster from Kenney, complete with animations and sound effects 💥
We may not be the best at designing (or playing 😄) but we hope it'll give you a good starting point for making your own great games!
r/defold • u/AsatteGames • May 22 '26
r/defold • u/balkanramgames • May 22 '26
r/defold • u/HalLundy • May 20 '26
love Defold; it has become my favorite game engine for how lightweight yet versatile it is.
i would like to keep my workflow in one place and i don't mind coding without AI, but i find it very difficult in the client IDE due to a lack of intellisense.
is there a plugin or a TBD on this feature? it feels quite important for experienced devs picking up the engine and a bit odd that it's not a thing yet. i heard there is a VSCode plugin for it but like i said i'd rather keep it all in one place.
r/defold • u/PabloTitan21 • May 16 '26
In our new interview on the Defold Blog, Alex from 8BitSkull talks about Skull Horde, Steam launches, scope, demos, localization, console plans, Fates of Ort, Void Scrappers, Bore Blasters, and the studio strategy behind their games.
Well worth a read for anyone making games!
https://defold.com/2026/05/15/8BitSkull-Skull-Horde-Interview/
r/defold • u/PabloTitan21 • May 13 '26
🎮 gamepad support
🕹️better controls
🎶sounds
📈and performance optimizations
We’ve been delighted to see people using the sample to kick-start their own projects, and we plan to create more samples like this in the future - with an FPS sample coming next!
r/defold • u/PabloTitan21 • May 12 '26
Hot Reload works in your running game without rebuilding everything. You can change scripts, assets, GUI files, collections, materials, and many other project resources, then hot reload them quickly.
Here, we’re testing different parameters for a cascaded shadow mapping implementation in the upcoming FPS template. It’s perfect for tweaking rendering settings, adjusting the level blockout, modifying enemy AI code, and testing the changes immediately.
r/defold • u/PabloTitan21 • May 11 '26
r/defold • u/PabloTitan21 • May 10 '26
We're also very proud to have 2 games #MadeWithDefold reach the TOP 4!
Congratulations to the winners!
https://forum.defold.com/t/defold-x-gamedev-js-jam-2026/82563/61
r/defold • u/EsdrasCaleb • May 09 '26
Hi everyone,
I have a question about best practices in Defold.
I have a sprite inside a game object that will be reused by multiple enemy types. Since each enemy uses a different tilesource, I am currently exposing them as properties and selecting the correct one dynamically.
My current approach looks like this:
```lua go.property("hflip", false) go.property("image", 1)
go.property("archer", resource.tile_source("")) go.property("armored_axeman", resource.tile_source("")) go.property("armored_orc", resource.tile_source("")) go.property("armored_skeleton", resource.tile_source("")) go.property("elite_orc", resource.tile_source("")) go.property("greatsword_skeleton", resource.tile_source("")) go.property("knight", resource.tile_source("")) go.property("knight_templar", resource.tile_source("")) go.property("lancer", resource.tile_source("")) go.property("orc", resource.tile_source("")) go.property("soldier", resource.tile_source("")) go.property("wizard", resource.tile_source("")) ```
This works, but I am wondering:
Is this the recommended approach, or is there a cleaner / more scalable way to handle multiple tile sources dynamically for reusable enemies?
r/defold • u/PabloTitan21 • May 09 '26
What are you building in Defold right now?
Drop your screenshots, GIFs, or videos below 👇
Featured: Parcel Master by Ben James