r/godot • • 3d ago

official - releases Dev snapshot: Godot 4.8 beta 1

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247 Upvotes

Godot 4.8 enters beta!


r/godot • • 8h ago

selfpromo (games) Showcasing my Fighting Game a bit

481 Upvotes

(Sound/mushc not final) 2 years ago I posted about my fighting game engine, and after a long while I finally managed to get the first character for my own fighting game working

A lot of things missing still, but combos are fun so far imo

(Made entirely with C#)


r/godot • • 8h ago

help me trying to seperate different stuff into different layers, how do i do that?

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399 Upvotes

wana do some funky color stuff to the individual objects, now BEFORE YOU SAY ANYTHING, yes, ive played around with the cameras layer culling or whatever its called, and while its pretty successful, there is one major flaw, it will show the entire object even if part of it is obscured. so i just need to be able to only have the visible parts drawn. this is in 3D BTW


r/godot • • 1h ago

selfpromo (games) working on an obra dinn inspired detective game where you can write to anyone in town

• Upvotes

still very early in development but the idea is you can send letters back and forth with people in an outback town to investigate a string of UFO sightings. I love games like Obra Dinn and The Roottrees are Dead was was inspired to make my own!

currently don't have a Steam page or anything but if you're keen to playtest feel free to sign up to my mailing list at macrobit.com.au


r/godot • • 17h ago

fun & memes Don't leave icon.svg unsupervised

1.1k Upvotes

This morning John Godot (from Fortnite!!) was a still image in a comment. You asked me to animate him for more lulz points.

He can walk now. Roughly. He can backflip. And since someone recognized him as Godotimus Prime, he can transform.

Nobody said anything about driving.


r/godot • • 14h ago

help me My little side quest to add more detail to the buildings paid off

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229 Upvotes

Hey all, hope you're having a good day.

I've been working on this economy sim for a while now and a few months ago I first had the idea to add 3D assets/ sprites for the buildings. Given I'd never worked with blender before, that was tricky enough but was a good learning experience even if I struggled a lot with the pipes and tanks. But as time went on, I kept looking at the sprites and I'd find more things I wasn't happy with.

So I did another pass over the last week or so. I wanted to add more detail and aim for a paper & ink kind of look for them. The buildings are the Factory, Power Plant, Polymerisation Refinery and Blast Furnace, all in their base and most specced out version.
Top is the old version and Bottom is the new versions.

I also included an image of the buildings on the 3D map (they're bigger than the decorative buildings, which is a choice, I know).

What do you think of the new ones? Any feedback on the look or the details (esp. if you notice anything that doesnt make sense from an engineering point of view)?


r/godot • • 3h ago

selfpromo (games) Building a Greek-myth ARPG in Godot 4.7: 3D-rendered UI kit and dynamic particle culling

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32 Upvotes

Been working on a PoE 2-style ARPG in Godot 4.7 (Greek myth setting, Zeus got corrupted, you wash up as a castaway). Just put out playtest 0.2 and figured some of the Godot side might be interesting here.

The UI frames are all modelled in Blender and rendered by a python script, then used as 9-slices. I render them at 2x and load them as StyleBoxTexture with a size override of half the pixels, so margins stay in 1080p units but 4K gets the full res. Needed LINEAR_WITH_MIPMAPS on the CanvasItem or the 1080p draw looked crunchy.

For performance there's an autoload that watches frame time (CPU delta or measured GPU time, whichever's worse). If it stays over budget it first cuts particles on anything that spawns (node_added -> amount_ratio) and makes ground decals fade sooner. If that's not enough it bumps mesh_lod_threshold and shrinks visibility_range_end on everything. Boss telegraphs are meshes not particles so they never get culled, which was the main thing I cared about.

I also tried dynamic resolution with FSR 2 dropping scaling_3d_scale under load. It made the frame drops worse, not better, so it's gone. My guess is the buffer reallocation every time the scale changes, but I didn't dig into it.

Export was 2.5 GB, so I wrote a script that rewrites the PCK: drops files the game never loads, dedupes identical files, re-checks every md5. Got it under 2 GB (1.6 zipped). Learned the hard way in 0.1 that you need a test for "code references a file you dropped", because a boss's boulder just wasn't there lol

Also running ~150 headless test suites, which is the only reason I can change anything without breaking three other things.

Heads up, it's built with a lot of AI help (Claude for most of the code, some Meshy models, ElevenLabs for music/art). Free on itch if anyone wants to try it: https://olympustcg.itch.io/olympus-the-corrupted-gods


r/godot • • 11h ago

selfpromo (games) I'm making a single-player RPG in Godot to recapture that first MMO feeling

114 Upvotes

Hey guys!

I'm making a single-player RPG which is heavily inspired by WoW Classic - my favourite game :)

Here's a quick vid showcasing one of the new zones I've created.

I've also published a new Devlog on my youtube which shows 10 new areas I've created. You can watch it here: https://youtu.be/VYZ6mvedA7g

The game is called Warmongers: Empires Reborn and you can currently wishlist it on Steam - https://store.steampowered.com/app/3468800/Warmongers_Empires_Reborn/


r/godot • • 6h ago

selfpromo (games) He might still hate it, but at least he'll try

45 Upvotes

I thought he was just hating, but a nice reply got him to my game a chance. At least now he'll have something to base the hate on.


r/godot • • 16h ago

discussion How do people make good looking UI?

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211 Upvotes

I'm using godots standard theme and but I want to improve it, I made a theme for my other game but its very simplistic, genuinly have no idea how to make a good looking ui


r/godot • • 5h ago

selfpromo (games) Progress of rat character

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29 Upvotes

I have been working in a rat game (My first game btw :D). Here you can see 4 versions of the character. Right now I'm working on another version,  the rat looks kinda cute and soulless, I want something uglier, I dont knwo how to say it, like  "Dark and Griddy"? Anyway, the important thing is that I decided to draw each limb separately so it's easier to animate "Cutout Animations" 


r/godot • • 1h ago

selfpromo (games) Gran Turismo 4 Arcade Menu Recreation (I have absolutely no idea wow lighting works and ogv)

• Upvotes

After finishing the Enthusia menu, I started working on this as a way to test godot's built in video player. Ogv playback has been a bit of a mystery so far, sometimes it runs perfectly, and other times goes laggy. Anyway, if anyone actually read this (which I honestly doubt) and has played Gran Turismo 4, I'd like to hear your thoughts! How close does this recreation look to the original? (English is not my first lenguaje)


r/godot • • 6h ago

selfpromo (software) Showcase of my Dreams-inspired SDF renderer

30 Upvotes

A follow-up to my painterly SDF renderer for Godot.

Also reflections, global illumination, AO and shadows (with acceptable performance)!

There is a slightly longer version on Youtube


r/godot • • 13h ago

selfpromo (games) Made a cool UI spiral transition!

101 Upvotes

r/godot • • 3h ago

selfpromo (games) Current progress on my game of about 7 months

13 Upvotes

Long video for starters. I kept dying as I am not too good with using keyboard for platformers lol. I feel like I am making progress but I feel like there is definitely a lot of juice missing from the UI, to the levels, to everything. But hey, showcase sunday tho.


r/godot • • 10h ago

selfpromo (games) Fan remake of Dune 2

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36 Upvotes

A work in progress aiming to reimagine the grandfather of RTS: - original art & sound preserved - new (minimal) UI - non-symmetrical races with unique units - carryall-based unit repair & deployment - slightly modified resource & building system - QoL improvements - single-player campaign with varied mission objectives and hero units - skirmish mode.


r/godot • • 1h ago

selfpromo (games) I got interiors working in my 2D isometric game!

• Upvotes

r/godot • • 3h ago

fun & memes Reddit is my rubber duck

7 Upvotes

I'm pretty sure I just spent the last 3+ hours of my life working on a system to be able to drag a physical game object into a ui space and trigger an "ability claim" from it. After enough struggle I decided to break down and ask reddit. I was 2 sentences in to the question when I realized I was wildly over complicating it, and that instead of using colliders and location checks and all that happy horse shit, I could just check 2 variables that already existed for the drag and drop. I feel both proud that I figured it out myself as a new dev, and also so very disappointing that it took me so long.

So thanks, reddit, for being my rubber duck.


r/godot • • 9h ago

selfpromo (games) We turned our Godot game jam winner into a bigger game! Here's the trailer for One Hit Hero

21 Upvotes

Some of you might remember our earlier before/after post showing the rebuilt shockwave attack.

One Hit Hero started as a ~20 days Godot project for RGDA Game Jam 2026. We ended up winning and decided to continue developing it rather than releasing it as the jam version.

Since then, we've been rebuilding the bosses, improving combat feedback, animations and VFX, and of course adding new content and bosses which will be revealed in the coming months!

We've finally put together our first proper trailer, and we're now preparing a Steam demo that will be coming soon.

If you'd like to follow the project, the Steam page is live:
https://store.steampowered.com/app/5228430/One_Hit_Hero/

Happy to answer questions about the development or our experience with Godot!


r/godot • • 1d ago

fun & memes Claude Devouring Indie GameDev

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4.2k Upvotes

r/godot • • 16h ago

discussion Why use the $node_path syntax when the alternatives are better?

50 Upvotes

Hello!

The $ syntax seems to be popular, especially in early tutorials to "grab" node references. It's even mentioned in GDScript ref sheet. However, I'm at a point where I can't figure out why I'd ever want to use it.

In any circumstance, it feels there's a better, more stable alternative:

- if I'm building a reusable scene, all internal nodes are better hooked up using \@onready var %unique_name . This prevents missing refs when we restructure, e.g. especially when doing UI layout stuff with nested containers. I guess this is one click more, but I think it's less mental overhead than maintaining path refs.

- if I need to do some cross scene referencing, using a node to grab sibling nodes creates a rigid coupling and it's better to manage by passing in a ref using an \@export var ... in the parent scene, or setting up in parent scene code.

- if I'm building and adding children inside of a script, I already have references to them anyways -- why bother traversing the tree again to find stuff?

- maybe if I (for some reason) have a scene from an external plugin that I don't want to edit, but somehow need to get an internal node ref? This seems like a hack that breaks encapsulation.

I understand that it's not getting removed for the sake of backwards compatibility. It just seems like it is syntactic sugar that makes it VERY easy to do something that isn't that useful. Anyone have a good use case for it?

(GodotRulz)


r/godot • • 1d ago

selfpromo (games) A year ago some guy on /r/godot suggested I make my game about hamsters. It's coming out next year.

458 Upvotes

r/godot • • 5h ago

selfpromo (games) Small victory but I finally got input remapping support for my game that saves!

6 Upvotes

Not exactly revolutionary but it took me a few days to figure it out and get it exactly how I want it so I'm pretty proud!

You can checkout and wishlist the game here! https://store.steampowered.com/app/4603250/One_Dumb_Wizard/


r/godot • • 12h ago

selfpromo (games) A procedural river tool for my tower defense

27 Upvotes

r/godot • • 1d ago

selfpromo (games) How I made the floor break under my boss's ground slam in Godot 4 (no GenAI sprites)

1.3k Upvotes

My boss slams the ground and sends out a wave you have to parry. Getting it to look right took me 3 tries. A flat gold ring, then a line of stones riding on the ring (looked like a rug sliding across the floor). Now the floor itself breaks.

How it works:

  1. When the wave starts, I cut the floor into rings of rock pieces, once. Each ring starts at a random angle so the cuts don't line up like bricks, and every piece is pulled 0.6 px toward its middle. That gap is the crack.
  2. The pieces never move with the wave. Each one waits for the front to reach it, pops up (0.08 s), drops back (0.12 s) and bounces 1 px. My first fall was 0.22 s and it looked like a raised platform.
  3. Each piece draws a dark pit, a shadow, a side and a top, and the near side lifts more than the far side. Gold is only on the front, because gold means "parry this" in my game.
  4. The hit is the ring you see: every frame I check your distance against the same radius I draw. The floor is drawn at half height, so the ring is an ellipse and I divide your y by 0.5 first. Its edge turns white 0.18 s before it reaches you, that's the flash at the end of the video.

Still not happy with: each piece is 4 `draw_colored_polygon` calls, and on the web build (Compatibility renderer) every one is its own draw call. I capped it at 72 pieces per ring, so far out the pieces just get wider and at the edge of the room it looks chunky. If anyone knows a better way to batch this, I'd love to hear it.

The game is THE INK TOWER. Steam: https://store.steampowered.com/app/5295020/?utm_source=reddit&utm_medium=godot

(demo playable now on itch: https://nathannhu.itch.io/the-ink-tower )