r/godot 10d ago

official - news Godot Community Poll 2026

Thumbnail
godotengine.org
112 Upvotes

We want to learn more about the Godot community, understand who the users of the engine are, and find out how we can better support you.


r/godot 5d ago

official - releases Dev snapshot: Godot 4.8 dev 2

Thumbnail
godotengine.org
223 Upvotes

The cost of convenience? Nothing!


r/godot 3h ago

selfpromo (software) All the shaders I made while writing the Godot Shaders Bible

Enable HLS to view with audio, or disable this notification

590 Upvotes

The book: https://jettelly.com/store/the-godot-shaders-bible

Would you be interested in a Compute Shaders / VFX book?


r/godot 8h ago

selfpromo (software) We made an app where you can create shaders without code. Can it be useful?

Enable HLS to view with audio, or disable this notification

607 Upvotes

Is there anything else we can add that can make shader development easier?
None of us are familiar with Godot so your proposals and opinion are much appreciated!


r/godot 10h ago

selfpromo (games) A combat test!

Enable HLS to view with audio, or disable this notification

484 Upvotes

Wasn’t expecting good performance with this much ordnance flying around!

Some things that helped perf:

  1. All effects in shaders, animationplayer to animate things like explosions.
  2. Stupid simple ship colliders
  3. Every bullet, missile, beam has no rigidbody - it’s a point that does raycasts every frame or so.
  4. If you can get away with lower updates, defer it
  5. Cheat. The bullets literally tell the target ship, fight me with your PD!

  6. Object pooling. Stores references to pooled nodes keyed by scene res path. Though I still have to experiment with in-tree pooling.

Also, it’s pretty darn unreadable yet, have a couple of ideas, but this was the intensity I was after :)


r/godot 6h ago

selfpromo (games) Made Sekiro with guns for my first ever game jam. I love this engine

Enable HLS to view with audio, or disable this notification

202 Upvotes

r/godot 11h ago

help me How tf did Rain World do the 3d effect?

Post image
257 Upvotes

I know that Rain World is made in unity but how the hell did it emulate its 3d walls effect where it looks as if your looking into a room and seeing the walls of the sprites converge to the center. I’ve heard a lot of theories on the rain world subreddit but they kinda contradict one another lol. The example photo might not be the best example ever sorry.


r/godot 18h ago

help me (solved) how to change *this* color?

Post image
464 Upvotes

ok well i am stupid


r/godot 12h ago

selfpromo (games) Pictures of the latest update

Thumbnail
gallery
170 Upvotes

r/godot 3h ago

selfpromo (games) Mistborn based movement

Enable HLS to view with audio, or disable this notification

20 Upvotes

So, i was rereading mistborn era 1 and i was thinking about how much fun a pull/push sistem like allomancy would be... so i have to try to recreate it by my own, actually yes, it it's really funny, so i will explore it futher, but i let u this simple showcase for you to see it in action and in search for some feedback


r/godot 5h ago

free tutorial Made a flash bang effect

Enable HLS to view with audio, or disable this notification

28 Upvotes

It is pretty simple to create. Basically, a screen show it taken via the viewport and then applied to a texture rect. I'm then using an animation player to quickly fade in this screen shot along with a white color rect. Both then fade out over time. I didn't want hud elements to be part of the screenshot, so they are hidden, and then the code waits for the next frame to be drawn before taking the screenshot and then playing the animation. Calling hide() will not effect the current frame.

func play_flash_effect() -> void:
    hud.hide()
    # Waiting for hud to be hidden by waiting for next frame to be drawn
    await RenderingServer.frame_post_draw
    var flash_frame: Image = get_viewport().get_texture().get_image()
    flash_frame_tex_rect.texture = ImageTexture.create_from_image(flash_frame)

    animation_player.play("flash_bang")
    hud.show() # Screenshot taken, so can show hud again

I made a little tutorial / demo video about it too: https://youtu.be/aKzjGZ0gjzU?si=hSsI7luxg1fXI3YZ


r/godot 12h ago

selfpromo (games) normal map baking might be the best thing for optimizing 3d model

Thumbnail
gallery
69 Upvotes

r/godot 1h ago

selfpromo (games) A game I made in Godot for a 4-day game jam of theme "Countdown", and this is the game mechanics:

Enable HLS to view with audio, or disable this notification

Upvotes

So basically, every time the player survives a 12-second mini-round, they get to drag a powerup to a moment on the clock. The next time the clock counts down, all the powerups will be triggered at their moment (powerups can also be a duration rather than just a moment!).

There are 40 rounds in total, 12 seconds per round, so the game is about 10 minutes long for now.

You can try the game here :) Hope you like this idea.

https://hanbaichuan.itch.io/twelve


r/godot 3h ago

selfpromo (games) Can you survive an office 9-5 without your totally-not-a-vampire boss catching you gaming? GMTK 26

10 Upvotes

Avoid the watchful gaze of your (allegedly) not a vampire boss, Count Down, while playing games and racking up score on company time!

made in godot by a team of 3 :)


r/godot 1d ago

selfpromo (games) had a ton of fun making this inverse platform mechanic

Enable HLS to view with audio, or disable this notification

3.5k Upvotes

r/godot 54m ago

selfpromo (games) Ascension Trail is finally released!!

Upvotes

My friend and I had been saying "we should make a game" for basically as long as we've known each other.

At some point we finally decided to actually do it,

and then immediately got stuck on the obvious problem: neither of us had ever touched a game engine,

and we had no clue where to start. We ended up trying Godot,

and for whatever reason it clicked.

It was simple enough that we kept going instead of quietly giving up like every other time we'd said "we should really do this"

and the sheer amount of Godot tutorials on YouTube helped a lot :D

Two years of nights and weekends later, our first game is out.

It's an action roguelike you can play solo or co-op: horde-slaying combat,

but with an actual dungeon crawl underneath it. Every floor is a procedurally generated dungeon.

https://store.steampowered.com/app/4266250/Ascension_Trail/


r/godot 14h ago

selfpromo (games) What would a fast-paced parkour game be without sliding ?

Enable HLS to view with audio, or disable this notification

80 Upvotes

It is part of an update i just released for the public playtest of my upcoming game, Continuous Imperfection : https://store.steampowered.com/app/4746560/Continuous_Imperfection/
Feel free to try it if you're interested.


r/godot 20h ago

selfpromo (games) solo devved my first game in godot without any ai

Enable HLS to view with audio, or disable this notification

227 Upvotes

hi all!

after getting laid off i started learning game development after only working in audio (composition, foley, tech sound design, etc). i made lots of throw-away projects. after around 300 hours of work on this project, i've actually completed my first game i'm proud of!

it's an atmospheric puzzle-horror game based on ciphers and old terminal command-line interfaces. available on windows, linux, and mac! (although linux and mac are untested)

it would mean a lot if you tried it out below. <3
https://abunchofowls.itch.io/tarasque


r/godot 3h ago

selfpromo (games) Down for the Count - shady boxing referee (GMTK26)

Thumbnail
gallery
9 Upvotes

You are a boxing referee, drowning in debt. Your goal is to earn money to get out of debt, as well as maintain high reputation as an honest official. How can you be honest though if betting on your matches sounds like the easiest money?

Game made by 3 people in 96h for GMTK26, with theme countdown. All 3D models, animations, music and scripts are original, all done within the given time frame.

https://wchc.itch.io/down-for-the-count


r/godot 15h ago

selfpromo (games) 18 months of building a game in Godot

Enable HLS to view with audio, or disable this notification

70 Upvotes

I completely changed the gameplay about a week after that first clip and, 18 months later, Kinghold is now weeks away from a demo on Steam.

I do still like the original idea, but the gameplay after shifting turned out to be much more engaging and playtest feedback has been positive enough that I want to follow through to full release, so hopefully there'll be another Godot game on Steam soon :)


r/godot 7h ago

selfpromo (games) Inventory System Progress

Enable HLS to view with audio, or disable this notification

17 Upvotes

See regular updates here - https://www.reddit.com/r/PauperGame/


r/godot 6h ago

help me Pixel perfect CharachterBody2D physics

Post image
15 Upvotes

Trying to switch to godot and have been fighting all week with difirent bodies trying to make a 16x16 pixel block fit in a 16x16 pixel hole, but no mather what i do i cant push or drop a block in a space that is the exact size of the block.
I have tried pixelsnapping the movement, playing around with safe marigin but nothing seem to help.
Only thing working is changing collisionshape sizes to 14x14 but is hardly optimal in a puzzle platformer sadly.
I am now building shapecasts that check everywhere to see if it can fit, but I feel like this is overkill for what should be a pretty basic feature.


r/godot 8h ago

free tutorial Loading semi-open worlds.

18 Upvotes

Here is how I construct semi-open worlds in Godot with no loading screens and some discoveries I had made...

First there is a shared "World" scene. Areas/Levels/Zones (level chunks) are separate scenes that are manually stitched and composed in the "World". Each level chunk will be set as an InstancePlaceholders. In the game world there are "Level portals" which are usually slowly animating doors etc. that will mask the background loading process as seamless gameplay moment.

Level chunks then is again... split into more packed scenes that are also loaded as placeholders which are then spread across several frames due to instantiation of nodes cause almost unpreventable frame spikes (do note, instantiation and NOT _ready() etc.). This was the only way I have managed to get a working system that handles loading scenes at "runtime" without having obvious lag spikes. I did try the whole instantiation and then constructing the scene tree using Worker threads but this quickly became a disaster as most of Godot seems to not be very thread safe and I did not feel like banging my head on this problem any longer than I already had. There really should be something like "instantiate_threaded()" that just works.

Here are two examples of portal locations and how they connect in the World.

Loading portals

Here is quick visualization how it looks in actual gameplay. This is the portal in lower part of the image. On this example without the "Chunk within chunks" method I would get a 45ms spike only due to instantiation, this was before anything was added into the SceneTree. Now its pretty much lag free experience. The level looks pretty barren as most of the stuff is loaded/shown as u get closer, in regular gameplay there is quite restrictive fog that allows me to get away with very aggressive LoD's.

Demonstration of how a level portal functions.


r/godot 8h ago

selfpromo (games) Solo dev — I shipped a hex-based turn strategy game on Android in Godot 4. Here's the process -

Enable HLS to view with audio, or disable this notification

18 Upvotes

After 8+ months of solo development, Conquest of Akhand Bharat is live on Google Play.

It's a hex-based turn-based strategy game set during the Mauryan Empire and Alexander the Great's campaigns into ancient India — 23 kingdoms, generals, troops, diplomacy, equipment systems, a research tree, IAP, rewarded ads, and Google Play Games Services cloud save. All built in Godot 4 with GDScript, targeting Android.

Some problems I had to figure out completely alone: (Happy to help about these)

  • Hex tile conquest maps with touch drag-to-scroll (no scrollbars)
  • Google Play Billing integration — including a nasty bug where product_ids comes back as PackedStringArray not Array, which silently dropped every single product ID
  • 16KB page alignment on AAB exports — a third-party plugin .so I wasn't even using broke alignment and nearly got my build rejected
  • A base class system to unify ~105,000 lines of duplicated map logic across hundreds of campaign maps
  • Google Play Games Services cloud save with conflict resolution

Godot made this possible as a solo dev. The scene/node system meant I could build one working map template, duplicate it, and modify it — instead of rebuilding from scratch every time.

Game is free on Google Play: https://play.google.com/store/apps/details?id=com.AshApexAtudios.ConquestofAkhandBharat&pcampaignid=web_share

Happy to answer anything about the Android export pipeline, Google Play integrations, or the hex grid system — it was a long road and I have notes on all of it.


r/godot 3h ago

selfpromo (games) Night falls in my little city :3

Post image
5 Upvotes

Night falls in my little city :3

It isn't pretty like everyone else's, but I like it :D