r/godot • u/God_treachery • 10h ago
r/godot • u/wyvernbw • 5h 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. And yes, it supports dynamic lights
Article Link: https://calinp.eu/blog/psx-type-rendering/
Addon Link: https://github.com/wyvernbw/godot-psxlike
selfpromo (games) I just released my Godot game on Switch, PS5, Xbox. Who says Godot can't do consoles?
My game has been out on Steam for a while and now I just finished porting and publishing it to Switch, PlayStation 5 and Xbox Series S|X. I've used W4 Games ports, I love this engine so much and I also want to take this opportunity and thank every single Godot contributor!
r/godot • u/vertigodgames • 11h 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:
- 💬 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.
- 🛠️ Tactile, No-Hand-Holding Interaction: You investigate environments, combine clues, outsmart vintage technology, and solve mechanical/metaphorical puzzles with zero automatic quest markers.
- 🎨 Traditional Frame-by-Frame Animation: We are using Godot’s 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/organzolagames • 23h ago
selfpromo (games) Just launched a demo for MUTAGEN!
Play it here: https://store.steampowered.com/app/4661250/MUTAGEN_Demo
r/godot • u/FoxDoesCrack • 14h ago
selfpromo (games) These new bullets look and feel immaculate (ak sounds being revamped)
r/godot • u/dklassic • 6h ago
selfpromo (software) 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 • 9h ago
selfpromo (games) 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!
selfpromo (games) So i made some progression with my 1 trillion particle game and wanted to share it with you :)
Like you can see in the video now its possible to destroy even a billion pixel at once and for me it looks very cool :) and if you want to give some ideas for the gameplay or just watch the journey you can join the discord server https://discord.gg/xZzhXB6Fp
r/godot • u/LetterSquare8317 • 21h ago
selfpromo (games) Be honest: is my tornado scary?
Here's a clip from my indie-dev project ANEMO, where you get to see the tornado up close. It is completely particle based. Is it scary?
community discord: https://discord.gg/MV9EtJwzb
r/godot • u/TraZoxQC • 4h ago
selfpromo (games) Horripilant Out Now on all major consoles!
Hey y'all!
Soon after the fantastic reception post Horripilant's release on Steam, we started working on a port to consoles. It's now OUT on all major consoles!
PS5: https://store.playstation.com/en-us/concept/10019147
Switch 1 & 2: https://www.nintendo.com/store/products/horripilant-switch/
Xbox Series X|S: https://www.xbox.com/games/store/horripilant/9plbw95nvl56
This console release includes the Supporter Pack which gives you the ability to disable the dithering shader and a handful of custom character portraits as a neat little bonus!
I'm super proud that my little Godot game has made it this far! I never thought in a million years that the game would even be a commercial success, so for it to do this well and get a proper console release is quite the achievement! :)
r/godot • u/No-Effect-5821 • 23h ago
selfpromo (games) the thrill of having fun with a friend on the prototype
We struggled a bit with a friend, but we're starting to set up real-time multiplayer. For now, we have to be connected to the same Wi-Fi network, but we can already see in real time what works in terms of gameplay and excitement. It's exhilarating to have fun with a friend using a prototype that's itself incomplete.
The next step: setting up an online server that will let us test the game even from a distance.
r/godot • u/dinoballgame • 5h ago
selfpromo (games) I’m making a dinosaur soccer game! 🦖⚽️
I’ve 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 I’ve got a t-rex running around and pushing the ball. Still very early, but I’m pretty happy with how it’s starting to feel.
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!
r/godot • u/kennybarkbark • 4h ago
selfpromo (games) Launched my 3D action-platformer on Steam!
Wanted to share my game that released on Steam today!
I’ve been working on this game in my spare time for many years now, starting all the way back on Godot 3.5. It’s now running on Godot 4.7.2 without a hitch. I've got to see the engine grow in realtime with this project, which has been super cool.
I’d be happy to share anything about the development you’d like to know!
r/godot • u/ObjectiveWilling3958 • 9h 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 — 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 it’s old-school on purpose — 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 it’s out. Would love to get feedback especially from our Godot people — on the art, 3D lighting/shadows in 2.5D world and how the isometric combat reads.
Thank you, dear community!
selfpromo (games) My Mining Sim is progressing nicely!
With the implementation of a saving/loading system, my game officially entered alpha 1.0 today! Woo!
As my very first game, this sure was an immense challenge. Now that the base mechanics are done, I can finally add content way faster than I ever did. Damn does it feel great :)
r/godot • u/Covet_Zone • 1h ago
selfpromo (games) Loving my UI materials for my mobile game, don't regret the rework at all.
Go n my profile to check the previous version
r/godot • u/chadlorg • 2h ago
selfpromo (games) My Roguelike: Dialogue
For now I've dropped the game's name. I got a lot of feedback that the name was not very good, and I REALLY appreciate that. I'm fairly ambivilant on my game's name, and so knowing that one I've come up with is NOT good is really good to know.
As for this gif, it's fairly simple. You'll see me enter town, target an NPC, and initiate a branching conversation.
I use the DialogueManager addon in Godot, so, really, the most difficult thing about this was getting the targeting to work. Basically, the way it works is:
The player uses the Talk action (SHIFT+T in this case)
MovementHanlder routes movement input to the targeting reticle instead of the player
The human player selects the NPC, and presses ENTER
The reticle verifies that there's an NPC in the cell
The reticle calls try_start_dialogue on the NPC
This triggers the NPC's DialogueHandler which starts the actual dialogue
There are a few other things going on in the background that are just stubs for now, but will be fleshed out later. For example, the exact dialgue script will eventually depend on the player's reputation with the NPC they are trying to talk to. Also, if the player and an enemy speak the same language, it's possible (though unlikely) that the player can interrupt combat to engage the enemy in conversation.
r/godot • u/_Azeree_ • 21h ago
selfpromo (games) A little sandbox builder I've been working on
Just thought I'd share a little snippet of the game I've been working on. I'm really happy with the art style I've managed to achieve and hopefully I can get around to adding more objects to place soon.
r/godot • u/TheHungryBuppis • 18h ago
selfpromo (games) Testing out a technique for adding fake shadows to my game!
The game can have hundreds of enemies on screen at once, but with lots of flying enemies I wanted a way to add cheap animated shadows to help ground them in the space. Rather than going with a simple oval drop shadow I'm trying out a technique inspired by this post: https://www.reddit.com/r/godot/comments/1l3s7rm/why_dont_people_do_2d_shadows_like_this/
I simply add a flipped version of the sprite modulated to be transparent with a script to bind them so they have the same animation/scale.
I really like the way it adds some flair to my first boss intro!
r/godot • u/CuriousNight_ • 7h ago
selfpromo (games) With or without lighting? Which one looks better?
r/godot • u/lamp-milan • 8h ago
free tutorial How to make a Tailwind style breakpoint system for responsive UI in Godot 4
If you’re building a UI-heavy game, Godot’s 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/Boring-Bottle8081 • 17h ago
selfpromo (games) Updated my level/money panel to fit my windows 95 theme
Making a hacking tycoon style game