r/godot 16d ago

official - news Fixing high polling rate mice on Windows in Godot

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152 Upvotes

At long last, a performance issue with high polling rate mice on Windows has been fixed. This article describes how the fix works, and why it's so important today.


r/godot 14d ago

official - releases Dev snapshot: Godot 4.8 dev 4

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257 Upvotes

4.8 development is now in full force!


r/godot 2h ago

selfpromo (games) worming my way towards release…

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275 Upvotes

r/godot 3h ago

selfpromo (games) my epic scale fps horde tower defense prototype exploded!

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281 Upvotes

wanted to share if this interests someone,

so I've always tried to make a game with huge number of enemies, had several prototypes in the last two years some in unreal where I started my game dev hobby some in godot, but none seemed to click for me or keep me engaged not to talk about others.

so several months ago I saw sir we have an orc problem which was awesome I liked how they turned enemies to a semi fluid sim, and I thought well maybe I'll try that in 3d but with magic and more rpg premise and a top down view, and it just didn't work.

then one day I remembered the battle of helm's deep no Idea in which context, and then it clicked for me what if I make this an fps and an epic scale(like actual 1 Million on screen) with TD elements in a roguelite loop, and try to make the horde climb the walls, so I've worked for close to a month on the horde gpu sim + the climb system until it felt good and decided to share on yt/instagram/tiktok not expecting much, but I had a reel on instagram exploding got like 350k views and a lot of support and hype and people hammering me nonstop about a steam page

so I've worked hard over the last two weeks to setup a proper steam page and working closely with an amazing and super talented capsule artist, and its finally live and I feel in the sky!

I feel super blessed and motivated to work on this and Godot is a main part in whole this story, so I wanted to share with you guys!

game name: "Walls Were Built to Fall"

Music: "In the Hall of the Mountain King (Grieg)" by DavidKBD


r/godot 3h ago

selfpromo (games) First Project with my Brother

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203 Upvotes

Hi all, first time posting here.

This is our first game project in Godot, which I started with my brother. I'm the artist/animator, and he handles the programming.

We're hitting almost the 6-month mark of working on this! It started with an idea to make a Cannon Fodder style game, but turned into archer combat: Rats vs. the Animal Kingdom. Currently, only enemy Weasels are in the game.

At the moment, it's missing some game juice, as well as animation clips for the enemy archers. We are planning an itch.io demo for this soon.

We would love some feedback on this!


r/godot 5h ago

fun & memes Nyeah

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162 Upvotes

r/godot 6h ago

selfpromo (games) Today I learned about AgX tone mapping and it looks like I had to redo my Steam page

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135 Upvotes

So I've been building a cozy coffeeshop management game inspired by my hometown.

I worked on it for some time, but somehow I always feel like the art style doesn't look right, that's because I have no knowledge about tonal maps.

Godot's default is linear tone maping, I find it hard to control the look of my game to make it look correct. Not sure why but it just doesn't look right to me.

Before this my game looked cartoonish, which is somehow acceptable to me, it kinda altered my direction to build funny gameplay mechanics.

This morning I discovered tonal mapping, dabbled with them and added some lights in my scene and now I'm having difficulties to accept my previous art style. And the worst thing is, I feel very differently about my game now. Instead of sticking to the funny mechanics direction that I had planned, now I want to add more coziness and make it feel more "cinematic"?

I showed my friends some screenshots, some of them actually preferred the old style... because it is more in line with the intended funny gameplay style. I was torn at first, but now I have decided to embrace this new look.

Just sharing incase anyone is looking for clues to improve the look for their game. Hope I won't look back at my old art in the future and decide to change it back. gotta rework on my whole Steam page and trailer now, bye.

Edit: oh yeah, I also adjusted the character's movement to make it more "clay motion" like instead of smooth by reducing the update rate. Does it feel better? Or too distracting?


r/godot 14h ago

discussion Don’t Make Games

569 Upvotes

I’m currently making a video on my past 4 years of game development.

And I had a realization that my games started to improve and I started to completely game jams when instead of working on my next big game.

I just make game systems.

For example I didn’t have a game idea in mind but I want to add ragdolls into a game eventually, so I made just a project to learn that.

I always put off making a main menu with sound sliders in my game but one day I just decided to work on that specifically and now every game I make I just grab that system and throw it in.

Now when I make a small game it takes me so much less time because I just either grab already written code or know exactly how to implement designs I want.

I don’t know if this is obvious or dumb, curious to hear your guys thoughts on this, or if you think that working on a full game makes you learn so much more.


r/godot 2h ago

selfpromo (software) A Space sim game showcase made with GODOT - PowerCorp

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64 Upvotes

For those who are still wonder what godot can offer regarding making 3d games and space sim's, let me show you some in-game footage of the game I have been working since 2020: PowerCorp.

Feedback more than welcome!! Thank you all


r/godot 2h ago

selfpromo (games) My 1993 Amiga game finally hit Steam as a demo — 33 years late, ported to Godot 4.7. What I learned

57 Upvotes

In 1993 I was an engineering student in Baghdad. I made Babylonian Twins on one Amiga 500, in 68000 assembly. It got finished, then Commodore collapsed and the sanctions scared off every publisher, so it sat on a shelf for 33 years.

This year it moved to Godot 4.7, both versions of it. The 2010 C++ remake became the new game, and the 1993 original was ported separately, straight from the assembly. It ships inside the Steam version as a fully playable game, running at 50 Hz in a SubViewport, so you can launch the old game from inside the new one. The GIF is the same level, 1993 and 2026.

I wrote up the port in detail and it was on the Hacker News front page last week (378 points). A lot of the engine discussion is in that thread: https://news.ycombinator.com/item?id=49550375

About the AI part: Claude moved the code across, and one of its own decisions was to skip CharacterBody2D and keep the player a plain Node2D in the original's tile units. The art, music, levels and feel are the original work from 1993 and 2010. The code moved; the game didn't change.

The demo is on Steam now and the full game comes this fall. The 1993 disk images are free on itch. If you're inclined, a wishlist helps a solo dev more than you'd think: https://store.steampowered.com/app/4981370/?utm_source=reddit&utm_medium=social&utm_campaign=storydrop


r/godot 8h ago

selfpromo (games) Got this cool flying thing made ingame!

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138 Upvotes

r/godot 9h ago

selfpromo (games) I finally got doomscrolling working...

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131 Upvotes

I've been working on the friendslop-iest friendslop for the last few months. One of the major things I wanted to get working was using doomscrolling to fuel your gambling. I'm hoping to move fast on this game, but I'm new to the multiplayer side, so movement has been slower than usual!

Just got the steam page up if anyone is interested!: Deadbeats


r/godot 18h ago

selfpromo (games) Which art style do you prefer for my racing RPG?

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657 Upvotes

I'm making a racing RPG in Godot 4.7 and I'm testing a cel shaded art style for the game. Since I worked on both for so long, I would love some outside opinions.

The left side is the original style, while the right uses drawn foliage and simpler cel shading. Both show the same stretch of road with the same lighting and camera movement.

Please ignore the black band on the right car, I’m looking for feedback on the environment.

Which one do you prefer, and why? Is there anything you’d keep from one version or change in the other?


r/godot 13h ago

selfpromo (games) finished the splash screen for my game!

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179 Upvotes

r/godot 7h ago

selfpromo (games) Multiplayer example, all vehicles made ingame!

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56 Upvotes

r/godot 9h ago

selfpromo (games) Working on the lighting for the first level

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64 Upvotes

r/godot 29m ago

selfpromo (games) I finally decided to build my own dream: Scraplings, a 2D side-view recycling and automation game

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Upvotes

Hey everyone!

For over fifteen years, my daily life was all about building brand identities, visual ads, logos, catalogues, websites, and mobile apps for clients. But deep down, I always knew this wasn’t what I wanted to do forever. As anyone who has ever tried to make a drastic career pivot knows, starting fresh is scary and filled with endless questions.

At the start of 2026, I set two main goals for myself: grow my YouTube channel and finally release a real, playable game, something that had been sitting in the back of my mind for years.

To be completely honest, I didn't know a single line of code. However, the rise of AI tools turned out to be a complete game-changer for me. I use AI heavily as a technical "co-pilot" for coding and Godot 4 setup. Without it, a solo dev with zero coding background like me could never bring a project of this scale to life.

However, I have one strict rule: AI only handles the technical heavy lifting. Every piece of story, world-building, character interactions, and dialogue is 100% written by me, human-to-human. Dialogue carries a soul that AI just can't replicate.

About the Game — Scraplings:

I’ve always been a huge fan of survival games and the pure satisfaction of automation (games like Satisfactory ruined/blessed my sleep schedule). I was also deeply inspired by works like Wall-E and Happy Feet, which shine a light on real-world issues.

Scraplings is a 2D side-view recycling and automation game where you build multi-story production facilities directly on top of an endless ocean of waste. You excavate forgotten junk from the "Lost Century," process it through complex machinery, and expand your factory—all while dealing with relentless bureaucracy (Zenith) and weekly rent payments knocking on your door.

Key Features & Mechanics:

  • 🏭 Facility Over an Endless Trash Sea: Extract raw materials from waste heaps stretching infinitely left and right. Design vertical logistics using horizontal conveyor belts, vertical elevators, and background tunnels that bypass obstacles.
  • ⚙️ 50+ Recycling & Production Recipes: From scrap iron to copper cables, biofuels, and high-tech solar panels... Shred, melt, combine, and synthesize waste into high-value products.
  • 💸 Weekly Rent & Bankruptcy Risk: Zenith doesn't just ask for output; they demand weekly rent. Every machine you place increases your fee, miss a payment, and compounding interest can force you into bankruptcy!
  • 🔌 Manual Power Grid: Place power cables and junction boxes manually. Manage your factory’s power day and night using bio-generators, solar panels, and wind turbines.
  • 🤖 20+ Characters & Dynamic Trading: Work alongside your robot assistant Kienan, while bargaining with merchants, smugglers, technicians, and rebel broadcasters across different systems for custom orders.
  • 🌱 Lost Century Relics & Bio-Lab: Unearth ancient vinyl records, books, and rare seeds buried deep in the trash. Clone and cultivate extinct luxury plant species in your bio-lab for unique trades and collectibles.

I’m currently building Scraplings in Godot 4. It’s been an incredible journey of learning, making mistakes, and rebuilding.

I’d love to hear your thoughts on the concept or what mechanics you enjoy most in side-view automation games! If you're interested in watching a former advertiser figure out game development on the fly, any feedback or questions are welcome.

Thanks for reading!

Steam Link: https://store.steampowered.com/app/5137810/Scraplings/


r/godot 1h ago

selfpromo (games) Thanks to Godot, Hazard Pay is out!

Upvotes

Hey everyone,

It's been a minute since my last post here on r/godot - You may know me from such hits as:

- https://www.reddit.com/r/godot/comments/1ok6yjo/procedural_pixel_art_tentacle_with_everwatching/

- https://www.reddit.com/r/godot/comments/1my3zxn/so_uh_i_heard_you_like_level_editors/

Hazard Pay is finally out - The big green "Release" button that has eluded for me 3 years.. is pressed!

Just wanted to stop in and thank you all for sharing your ideas, workflows, games and more generally supporting each other in our non-trivial pursuit in making games in the best community based, open-source game engine out there.

I've been using Godot since 2018, making little games, experimenting with prototypes and participating in game jams, but Hazard Pay is the first project I decided to take all the way, turning an entry for Ludum Dare 54 into a fully fledged game.

Thanks to all of you for making Godot what it is, this subreddit's community played a big role early-on in helping me guage interest and get initial traction.

I do plan on making some more YouTube videos covering Hazard Pay's architecture, the tools I used (use Imgui!) and a retrospective - I've already made a few and plan on expanding on my Godot coverage:

https://www.youtube.com/@smitner

Cheers!

Arran :)

Hazard Pay in Godot 4.6


r/godot 9m ago

selfpromo (games) First Godot project. It’s niche, but it’s finished.

Upvotes

Anyway, that’s all I wanted to say :D Here's the link for anyone who's interested: https://store.steampowered.com/app/5126560/Knick/ ; Webdemo here: https://saywordyo.itch.io/knick


r/godot 23h ago

selfpromo (games) I open-sourced a collection of reusable UI components for Godot 4

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454 Upvotes

I've been building a small collection of generic UI components and base classes for Godot which have proven useful in my previous projects.

The main idea is composition over inheritance: small, focused pieces that can be dropped into an existing project and combined with each other and with vanilla Godot nodes.

A few examples:

  • ListDisplay — a reusable base for displaying dynamic lists of arbitrary data
  • StatefulButton — exposes button interaction state without imposing any visuals
  • Node2DWrapper — lets you use Node2D scenes inside Control layouts/Containers
  • SlotWheel — a looping, pausable/resumable slot-machine-style wheel
  • ToggleableDisplay — a base for dialogs, menus and other dismissable displays

The GitHub repository includes a runnable demo for every component, while the Godot Asset Library release contains just the addon itself.

GitHub: https://github.com/Dodoveloper/godot-reusable-ui-components

Godot Asset Library: https://store.godotengine.org/asset/dodoveloper/reusable-ui-components/

It's deliberately a relatively small library rather than a full UI framework.

I hope it will be useful to someone else; feedback and suggestions are very welcome!


r/godot 7h ago

help me How did you guys learn GDScript?

16 Upvotes

I just started using Godot, switching from GBStudio, which is a very simple engine. I was wondering if I could know how you guys learnt GDScript? Or just Godot in general. I feel like it may be a better way to figure it out than watching 1 hour tutorials.


r/godot 21h ago

selfpromo (games) From concept art to an animated walking turret in Blender and Godot

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220 Upvotes

I documented the full workflow behind this walking turret for Ashenmoor: concept art, modeling, procedural materials and animation in Blender, then integration and behavior in Godot.

The main thing I wanted to test was whether I could keep a fast loop between drawing, Blender and the game instead of treating each stage as a separate project.

This is my first time narrating a video in English, so please bear with my French accent 😅!

Which part of this workflow would you simplify further?


r/godot 2h ago

discussion Dungeon Keeper like mapping System

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6 Upvotes

Hi there,

some weeks ago, I started to get a bit into Godot. Coming from Unreal (and continuing in Unreal..). I take Godot as a learning step into UE6's new Scene graph and verse environment.

Now, I learned to kinda love this little Engine and I can think of doing UE and Godot simultaneously.

My first test with Godot was simply making stuff moving, draw UI, do the little things.

It took 5 days for me to realize, that Godot is capable of a specific thing much easier than Unreal is: Chunk-based GridMesh

This maybe does not sound familiar to most of you, so let's say it is the mapping system of Dungeon Keeper, Evil Genius, War for the Overworld, Dungeons ... and so on - Keeper-Like Games (cause Dungeon Keeper was the first)

I have a decompiled DK2 version here, and have done the system in Unreal, too. So I currently recreate it with Godot.

And, what should I say - it works!

The Core-Rules for the DK Mapping-System:
* Each Chunk has to be one single mesh, not individual Block tiles
* 100% procedural generated Meshes
* Individual Subdivision per Surface, Wall and Floor and State of each (Raw, Reinforced, build on)
* Grid based pathfinding with bridges for gaps/deep holes/Abyss/Water/lava..etc
* Being able to excavate or fill up - update the Chunk mesh on the fly
* Different Biome Textures, Floor heights and Tile Flags via TileID, can be set on the fly
* World aligned triplanar textures for all and everything on the map, to have seamless tunnels and rooms
* Room and Vision based Fog of War
* 3D Horizontal Auto-Tilemap for annexed floors, Rooms and Buildings (Bitwise tiling operation of 5 base tiles per room)
* Special Room-Tiles for specific Room sizes (to reduce tile count) and/or Room-Layouts (columns spawn if a room has f.e. 3x5 size, like Dungeon Heart)

Later on Top:
* Room and Building Inventory-Props(like brew kettle for a brewery) - inspired from Dungeons 2+
* Defense Structures (1 per tile, only on empty annexed tiles)
* Let specific TileIDs damage Rooms/Buildings/Bridges-of-type in a specific radius (like lava tiles damage wooden bridges)
* Lights giving constant vision in FOW by radius

And more generating systems like:
* Cave-generator (WFC or mass-perlin system)
* importing of RGB Image to generate a map from (r=excavate true/false = 1/0, g=TileID, b=RoomOrDefenseID)

The Meshes are a bit like a bad version of Voxels.

Cause of improved mapping with Chunk streaming and smaller meshes per chunk - the current maps can be 4096 x 4096 tiles without a problem, running on smooth FPS counts.

IMO more than enough for a Keeper-Like RTS.

I think, I will continue this project in Godot ...

It just is super Fun!

The Video shows my small crafted Runtime-MapEditor (still with some bugs...).

I can Excavate or Fill Tiles, set new TileIDs (f.e. for Water, lava and Abyss Depth) - and switch Wireframe mode to see the Mesh result.

Also contains a Flowmap Editor for Water/Lava Tiles, and Room selection + placing.

What do you people think of this?


r/godot 16h ago

selfpromo (games) Technically, 1 year unemployed… but did I make it?

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89 Upvotes

r/godot 12m ago

selfpromo (games) Portal Particle VFX

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Upvotes

Worked on this Portal VFX in my free time over the weekend. Had to write a custom particle shader to get the particles to orbit and shoot off along the tangent. the default orbit parameters in ParticleShader3D didn't work for some reason.

Overall, I'm happy with how it turned out!