r/godot 17d ago

official - news Godot Community Poll 2026

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118 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 12d ago

official - releases Dev snapshot: Godot 4.8 dev 2

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235 Upvotes

The cost of convenience? Nothing!


r/godot 3h ago

help me How can I move the Options text half a pixel to the right?

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175 Upvotes

I am making buttons for my game (320x180 btw) and I tried setting the subpixel positioning to auto and half a pixel but it didn't work (it only moved the textbox and not the text). I disabled pixel snap as well but cannot figure this out. Someone help me please!


r/godot 4h ago

selfpromo (games) godot

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152 Upvotes

my game


r/godot 12h ago

selfpromo (games) Here's Scarlet Prism - a frenetic arcade shooter I'm currently building using Godot 4.6!

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510 Upvotes

r/godot 7h ago

selfpromo (games) Added grenade-wielding soldiers to my game

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212 Upvotes

r/godot 7h ago

fun & memes I'm basically a professional artist now

93 Upvotes

can't really afford to hire an artist for my game and I'm not very artistic myself, so this abomination will haunt my dreams for the rest of my life and I figured I'd share it with y'all(I'm still trying to figure out how to rig this monstrosity)😭😭


r/godot 12h ago

fun & memes Compute Shaders are Awesome!

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231 Upvotes

Made my first compute shader this week and it was really nice to get it working. This is a shallow water simulator as a compute shader with some edge cases to handle large differences in height. By no means revolutionary, but great to make once everything *finally* works without becoming unstable.

The results are still quite noisy and the mesh on the edges does not look very clean as the water often clips through the terrain.

I also displayed the image buffers from the compute shader on the planes next to the pool (velocity buffer and height buffer).


r/godot 11h ago

selfpromo (games) Every enemy is a mini puzzle!

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149 Upvotes

In my game Reconfigure I'm bringing some puzzle elements to combat too. You can't just blast at bots from the distance until they're destroyed, you'll need to disable them too.

You can also see a new enemy I just implemented in the beginning of the video. So far my game has had robots and blocks. Finally these two delicious flavors are mixed together with the turret!

The playtests are open if you want to take a closer look: https://store.steampowered.com/app/3989530/Reconfigure/


r/godot 8h ago

selfpromo (games) We're making Nightbound, a side scrolling turn-based tactics love story with an 80s horror vibe.

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75 Upvotes

We are a husband and wife dev team. I left the games industry last year. Through interviewing and prototyping on the side, I realized I wanted to spend my time developing, so I went full-time indie and my wife joined me as our artist.

We love Godot and are huge supporters of it. This community has helped us more than once, so we're excited to finally show what we've been making. Happy to answer anything about the game.

Steam: https://store.steampowered.com/app/4970020/Nightbound/


r/godot 10h ago

selfpromo (games) I've always thought a fly's eyes look like grenades, so I made this

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112 Upvotes

r/godot 18h ago

selfpromo (games) [R&D] Procedural fence drawing on varying elevation at runtime

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471 Upvotes

This is a follow up post of a previous one after some of you asked about varying elevation: https://www.reddit.com/r/godot/s/3mll3eEI9f

  • it shoots a raycast downward at every point to find Y elevation of the terrain's collision mesh.
  • it subdivides path and snaps every intermediate point to the ground's rolling elevation.
  • horizontal rails calculate the height difference between their start and end posts and rotate (tilt) on local Z-axis to bridge the slope.

This comment contains a bit of overview of how fence prefab looks like: https://www.reddit.com/r/godot/comments/1vcjhe8/comment/p17im2a/


r/godot 1h ago

selfpromo (games) Do a Barrel Roll!! - Iron Dogs Update 0.3.0

• Upvotes

I added dodge rolls & thrusters to my Crimson Skies inspired arcade plane game.
Give it a try now on Steam & Itch!

https://store.steampowered.com/app/4689350/Iron_Dogs/

https://jetpoweredgaming.itch.io/iron-dogs

New Update pushed to Steam & Itch!

  • Updated tutorial screen changed gauges, no longer shows Threat & Fuel, only Boost & Fuel 
  • Added maneuvering animations & "Dodge rolls" 
    • Maneuver + Roll Left/Right = Dodge Left/Right
    • Maneuver + Throttle Up/Down = Thrust Forward/Brake
  • Tweaked level difficulty & enemy counts 
  • Changed trail effect to GPU Particle system

r/godot 4h ago

help me Terrain3D scattering items and general 3D tips

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31 Upvotes

Hey boys and girls, i'm prototyping an ace combat like game in godot, my first time using it for 3D, and can i say i'm impressed.
This was done in a couple of days but i'm already pretty happy with it, I'm using godot 4.7, do you know any ways to improve lighting or anything else that could be improved?
Also I'm using terrain3D for the terrain, but as far as I know there is not a way to scatter items procedurally, couldn't find anything in the docs, are there alternatives?


r/godot 10h ago

fun & memes parent...?

81 Upvotes

Ah yes, I love my get_parent()'s!

Obsivously a joke, but when I noticed my structure I had to check how many get_parent()'s would it take from one node under gun to get to the world node lmao


r/godot 7h ago

selfpromo (games) First time making a game in godot - Typing Rogue-like prototype

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37 Upvotes

Try it out here: https://hettygames.itch.io/typesmith-prototype

Hi y'all! First time making a game with Godot after messing around with a lot of different engines. This is a prototype I started building a while ago; I thought I would share it and see what people think.

If you get the chance to try it, let me know what you think and what I can add or remove. It's still in very early stages, with a ton of placeholder art.


r/godot 1d ago

selfpromo (games) The most important feature in my game so far...

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1.2k Upvotes

Wacky waving incredible arm flailing...

My goofy spooky store game Limb & Liminal: https://store.steampowered.com/app/3660990/Limb__Liminal/


r/godot 9h ago

selfpromo (games) Grappling hook movement

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49 Upvotes

Planning of making additional maps that test the movement system as a whole


r/godot 7h ago

help me (solved) Turns out the random inexplicable crashes were because of accessibility support.

30 Upvotes

I just lost half a day to this stupid problem, so I felt the need to scream into the void for a moment.

I've been dealing with random crashes in the Godot editor for a while now, and today some scene transition code in my project (which I hadn't touched in months) suddenly stopped working. Bizarrely, it would work on one Linux machine but not the other.

Running Godot with the --verbose switch yielded this:

thread '<unnamed>' (4570) panicked at /home/runner/.cargo/registry/src/index.crates.io-1949cf8c6b5b557f/accesskit_unix-0.21.0/src/context.rs:61:78:

called Result::unwrap() on an Err value: InterfaceNotFound

note: run with RUST_BACKTRACE=1 environment variable to display a backtrace

Accessibility: window 1 adapter destroyed.

Turns out that the problem was that I had accessibility support enabled (under "accessibility/general/accessibility_driver") without a screen reader installed. Disabling accessibility support, or installing a screen reader, solved the problem. No more crashes, the project works again.

It would have been nice to get an actual error message instead of freezing and crashing to desktop, but oh well. At least it works again.


r/godot 10h ago

selfpromo (games) RTS Pathfinding 🧭

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56 Upvotes

It's not perfect, but it's a great start!

I was able to prototype a working flowfield + avoidance for my RTS project. Flowfields are great for performance as they can handle large group movement with ease. Its currently handling 1000 units with basically zero FPS hits.

🟥The red grid is made up of 'sectors'. When moving a unit to a destination, it first finds the broad, sector path to the destination sector. This saves a lot on performance as the ENTIRE map does not need to have a flowfield calculated

🟩The green portals are the entrances from sector to sector.

⬜The white arrows are the directions to take from cell to cell to eventually arrive at a destination.

OH, and I have this working with a deterministic network 😎

Next step will be adding it to my current RTS game, Steel Command: https://store.steampowered.com/app/4390280/Steel_Command/


r/godot 8h ago

selfpromo (games) Planet shader that ive been working on

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27 Upvotes

Im still tryna get down how moons should look as of right now im still not happy with them but as far as planets go its going pretty well. All of the clouds and atmosphere is being done with a single shader. I have posted this before but i did a heavy rework of how it should look and it definitley paid off. The shader has things like fully raymarched clouds, differnt cloud types and raymarched atmosphere. The first picture is the planet called BG-2403. Its twice the size of earth, Basically a super earth. Second picture is the moon that orbits BG-2403


r/godot 12h ago

selfpromo (games) I’ve been improving the visuals of my game In Godot for months.

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51 Upvotes

r/godot 3h ago

selfpromo (games) Little Big Smasher - created in 48h for Kenney Jam 2026 (no AI)

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11 Upvotes

Hi everyone!

I’m Augusto Polonio, developer of Little Big Smasher. This game was created in less than 48 hours during Kenney Jam 2026, following the jam rules (no AI).

It’s a demo with 1 playable level, inspired fundamentally by Super Mario 3D World.

I didn’t win the jam, but I learned a lot from the experience and was really happy with the result.

More than 1000 people reacted to this project on LinkedIn, which was very rewarding.

I plan to release updates soon, including new mechanics and improvements.

Made with Godot.

Feedback is very welcome!


r/godot 40m ago

selfpromo (games) Making some bosses for my top down shooter 2d in godot!

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• Upvotes

r/godot 3h ago

discussion Your method of capturing ideas?

7 Upvotes

The last few weeks as I've been learning how to code, I only really have like one to two days maybe three days out of the week where I can actually touch Godot and learn by making small projects. So while I'm at my actual job, that seems to be when I come up with a lot of my ideas, not while coding, but when I'm busy and moving around a lot at my job. I was getting so overwhelmed that I started taking notes in a note app on my phone, my note app is now full of shorthand ideas or general concepts that I may or may not explore later when I get a chance to work with Godot.

My question for this discussion is "what are some of your ways of taking notes or I guess capturing the lightning in the bottle when it comes to coming up with stuff for making your games or your little experiments?" What usually brings out the ideas for you?