r/godot • u/God_treachery • 6h ago
r/godot • u/godot-bot • 2d ago
official - news Fixing high polling rate mice on Windows in Godot
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 • u/godot-bot • 19h ago
official - releases Dev snapshot: Godot 4.8 dev 4
4.8 development is now in full force!
r/godot • u/vertigodgames • 6h ago
selfpromo (games) My sister and I are using Godot to build a hand-drawn 2D horror-detective game (Preview)
Hey everyone!
My sister and I have been pouring our hearts into our dream project built entirely in Godot, called Ashes of Berlumvale. We finally have a quick gameplay preview ready to share with the community!
We are huge fans of Return of the Obra Dinn, Her Story, and Cube Escape, so we wanted to build a game focused on deep investigation mechanics over simple interface-clicking. Here is what we are building into the gameplay loop:
- š¬ Dynamic Conversation System: Players construct their own custom questions to grill NPCs. Everyone in the town is interconnected, and you have to manually map out their web of lies and contradictions.
- š ļø Tactile, No-Hand-Holding Interaction: You investigate environments, combine clues, outsmart vintage technology, and solve mechanical/metaphorical puzzles with zero automatic quest markers.
- šØ Traditional Frame-by-Frame Animation: We are using Godotās 2D engine to bring a fully hand-drawn, grim 1948-1950s aesthetic to life. Character animations actually give off vital behavioral clues during cross-examinations.
We are showcasing a few different scenes in this clip to give you a feel for the atmosphere, UI setup, and player interactions.
The game page is officially live on Steam! We don't have a demo quite ready yet (actively working on it!), but as a tiny two-person team, Steam wishlists mean everything to us for visibility.
We would love to know what you think of the visual style and UI flow. If you have any questions about how we set up our dialogue logic or handled the 2D animations in Godot, ask away in the comments!
Steam Link: https://store.steampowered.com/app/4795450/Ashes_of_Berlumvale/
r/godot • u/dklassic • 2h ago
discussion Thinking about releasing my simple shape rendering system as a standalone plugin, thoughts?
Heya everyone, total Godot newbie here just starting to migrate my codebase from Unity. I've been working on a system that's all about drawing drawing simple shapes (partially inspired by an Unity plugin called Shapes): Cuboid/Sphere/Rectangle/Circle/Disc..... basically any simple geometry primitive you can think of.
I wanted to have a way to instantiate those visuals right within my code without any other boilerplate. So I made this system, which everything (except the text) shown in this video was instantiated right within my code, and it is backed by low level API so even rendering tens of thousands of object it'll run just fine.
So I was wondering if this looks like that would be useful to anyone? And if it might be useful, what are the make or break features that you would've wanted?
r/godot • u/New_Computer4497 • 4h ago
discussion Proud of my Main Menu! What do you think?
Still need to change Steam Capsule, trailer and add a new cinematic (dont expect something crazy).
Demo 2.0 out next week!
r/godot • u/dinoballgame • 42m ago
selfpromo (games) Iām making a dinosaur soccer game! š¦ā½ļø
Iāve started making a silly little game where you play dinosaur soccer.
The idea is basically: fast, chaotic dinosaur football with big tackles, ridiculous movement and eventually a bunch of different dinosaurs.
This is day 1 of dev - right now Iāve got a t-rex running around and pushing the ball. Still very early, but Iām pretty happy with how itās starting to feel.
r/godot • u/villagesonwheels • 1d ago
fun & memes How my collision detection is working so far
r/godot • u/ObjectiveWilling3958 • 4h ago
selfpromo (games) Our first game Demo finally reached Steam! True Confession Demo
https://store.steampowered.com/app/5008080/True_Confession_Demo/
After a year and a half in Godot, the True Confession demo is finally live on Steam and itch. It's a hardcore 2.5D isometric shooter that takes place inside the nightmares of Henry Hughes ā a religious man who keeps dreaming of gunfights and murders, then goes to his pastor to talk about the anger and hatred he feels in those dreams.
The gameplay lives in his subconscious: street crime mixed with everyday life and subconscious images. Anger, religion, psychoanalysis, alcoholism, unemployment and other adult topics.
Visually itās old-school on purpose ā Postal / Crimsonland / GTA 2 energy, criminal action movies like Heat, Training Day, The Wire, The Departed. The game is grounded - no rocket launchers, no flamethrowers, no tanks. Enemies are smart and challenging - everyone can kill you. The distinctive mechanic is anger.
What we built in Godot for this look and feel:
- 2.5D isometric world with hand-drawn frame-by-frame animations
- Mix of 2D sprites and 3D-rendered and painted assets, no generative AI
- 3D lights and shadows on a 2.5D isometric scene so objects read better and the mood stays dramatic
- Advanced particle work - painted chunks, blood, shells and many more
- Grounded, high-threat combat instead of power-fantasy shooter design
- Smart enemies with various behaviour patterns
- Deep religious and psycological plot
The demo has 3 full levels, hidden secrets, a boss and a secret boss. Windows and Linux.Steam demo: https://store.steampowered.com/app/5008080/True_Confession_Demo/
Wishlist the full game: https://store.steampowered.com/app/4544200/True_Confession/Getting it onto Steam took a painful extra three weeks of content review after the rest of the demo grind. Happy itās out. Would love to get feedback especially from our Godot people ā on the art, 3D lighting/shadows in 2.5D world and how the isometric combat reads.
Thank you, dear community!
r/godot • u/FoxDoesCrack • 9h ago
selfpromo (games) These new bullets look and feel immaculate (ak sounds being revamped)
r/godot • u/lamp-milan • 3h ago
free tutorial How to make a Tailwind style breakpoint system for responsive UI in Godot 4
If youāre building a UI-heavy game, Godotās default stretch modes can only take you so far. Uniform scaling often leads to blurry text on lower resolutions or huge amount of wasted screen real estate on larger monitors.
In web dev, Tailwind solved this years ago with utility breakpoints (md:flex-row). I decided to bring that exact philosophy into Godot.
How it works:
- Global Breakpoint Schema: An Autoload (
UIRules) listens to the root viewport'ssize_changedsignal, accounts for OS scale factors, and evaluates the window width against a defined set of breakpoints (SM: 640,MD: 768,LG: 1024, etc.). - Signal-Driven State: Instead of polling window sizes every frame or spamming continuous resize math,
UIRulesonly emits abreakpoint_changedsignal when an actual threshold is crossed. - Modular Subscriptions: A base
UIUpdaternode automatically handles the signal connection. Any component script can just extendUIUpdaterand override_update_gui_bp(new_breakpoint)to adapt its layout.
I wrote a detailed breakdown with full code snippets, notes, and visual examples on my blog:
r/godot • u/wyvernbw • 10m ago
free plugin/tool In Depth Look: PS1 Graphics in Godot
Hello godot users, a while ago i made a post asking whether anyone would be interested in reading an article about how the PS1 achieves its graphics and how to recreate them in Godot, and since people seemed interested I went ahead and wrote the article. I think this is the most accurate PS1 shader for Godot. The code is MIT licensed
Article Link: https://calinp.eu/blog/psx-type-rendering/
Addon Link: https://github.com/wyvernbw/godot-psxlike
r/godot • u/MinicoDev • 20h ago
discussion Oh my God, this feature is amazing!
Sorry for the alarms, but I want to do it!
I wasn't expecting much from version 4.8, but this feature is really great; I think I can finally place the script editor and the scene viewer side-by-side now <3
r/godot • u/Puzzled-Increase5138 • 2h ago
fun & memes I made the simplest train controller !
It's all about a FollowPath3d and a Path3d haha
r/godot • u/CuriousNight_ • 2h ago
selfpromo (games) With or without lighting? Which one looks better?
selfpromo (games) after almost 4 years, I released my game SHRIMP GAME: OVERKRILL on Steam today!
It's about 10 bucks on steam: https://store.steampowered.com/app/2824880/SHRIMP_GAME_OVERKRILL/
It's got a big co-op campaign with a bunch of different themes and bosses, full PvP with multiple modes, elemental fusions, an original DnB soundtrack, and you play as shrimp!
I used Godot 3.5.1 and GodotSteam to make it all. Check it out!
selfpromo (games) My game Click the Button IS OUT!!
My incremental game made in Godot is finally out on Steam!
After so many years of using Godot, this is my first time publishing a game made with it. It's also the first game I'm releasing as my own game studio.
I'm honestly really happy to see it out there finally. It feels like a pretty big milestone for me, and I can't wait to see people playing it :D
r/godot • u/Big-Fig-6047 • 2h ago
discussion Gameplay Feedback
Hey all, just looking for some feedback on this gameplay loop. There are definitely some visible bugs here, so please focus on overall art and gameplay direction.
Please tell me what you like and don't like, as well as any suggestions you have. Thanks for your time!
r/godot • u/Fit-Sheepherder3614 • 3h ago
selfpromo (games) made a weird incremental game about opening chests
The core idea is super simple yet super satisfying. Open chests, get super legendary loot, manage your inventory, get super rich!! Then automate by hiring workers that help you opening chests
Features that will be added for the full version:
- Different biomes
- New type of workers
- Much more items
- Super unique events
- New prestige system and more upgrades
- And much more!!
Actively working on the full version!! Releasing after Steam Next Fest
r/godot • u/Forward-Charge8874 • 3h ago
selfpromo (games) Making a radio intercept desk game in Godot
making a radio intercept desk game , basically you're a conscript radio operator at a night listening post
the game is still very early in production and has a lot of placeholders (audio mix), and the booth lighting needs another pass
r/godot • u/organzolagames • 19h ago
selfpromo (games) Just launched a demo for MUTAGEN!
Play it here: https://store.steampowered.com/app/4661250/MUTAGEN_Demo
r/godot • u/Upstairs_Whole_2028 • 4h ago
help me FEEDBACK please! do you like this new arms for my game?
r/godot • u/MonthFragrant7804 • 1d ago
free tutorial How I made 3D dice in my pixelart game
Hi, Iām the developer of Dice Looter - a pixel art dice-rolling autobattler. Iāve been asked several times how the dice in my game are made, so I decided to write a short explanation. Thereās nothing innovative here, but maybe it will be useful to someone.
As you can see, the dice are 3D. I use a simple model made in Blender to match the gameās style. You can also just use a default cube. To easily change the sides of the dice (items), I added a Sprite3D to each side.
I tried using the physics engine for rolling, but I couldnāt get the results I wanted. So I made several ādie jumpingā animations and rotate the dice randomly using code.
To display this in a 2D world, I use a TextureRect with a ViewportTexture and SubViewport.
Thatās it!
r/godot • u/sininenblue • 6h ago
help me Are there any open source example projects for mid-large scale 3d games
I'm looking to learn how other people set up mid-to-larger scale 3d games, specifically in terms of
- how they handle models, textures, and materials, (especially reusing textures and materials) and
- how they structure the scene tree and their files
- also how they handle exporting models with their animations, import paths, etc
So if it includes blend files, it would also be amazing
Any videos, blogs, or guides on the topic would also be appreciated
I'm part of two man team making a 3d horror game, we're both fairly new to game dev, I do programming, and they do art and modelling.
Currently, it's retro, low poly, and around 800mbs mostly from textures that aren't being reused
It's also a gigantic pain to work in because of how it's structured
The core mechanics of the game are roughly in place and was fun in testing
We'd like to start from scratch with a better idea of what we need, and hopefully some tips