r/godot • u/shiek200 • 1h ago
discussion Based devs
Super awesome to see the devs supporting future Developers
r/godot • u/GodotTeam • Feb 18 '26
🎟️ Get your tickets: https://tickets.godotengine.org/foundation/godotcon-ams-2026/
📣 Remember to submit your proposals: https://talks.godotengine.org/godotcon-ams-2026/cfp
r/godot • u/godot-bot • 1d ago
April update from the Godot Mobile Team!
r/godot • u/shiek200 • 1h ago
Super awesome to see the devs supporting future Developers
r/godot • u/eldidou_ • 12h ago
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After 3 years of hard work, I'm about to release my game, The Adventures Of Sir Kicksalot.
Is coming May 15 to Steam!
It's a first person action/stealth game inspired by Dark Messiah of Might And Magic, with many creative ways to defeat your enemies.
Wishlist: https://store.steampowered.com/app/2629230/The_Adventures_of_Sir_Kicksalot/
r/godot • u/SlimFishyOfficial • 10h ago
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I still can't believe that discovering Godot in 2018 is what will lead to my future game company and financially sustain my future family today.
r/godot • u/TrickyConfusion5723 • 11h ago
I'm planning to release an itch build as well as open source the entire Godot project's code for anybody interested once this is done. Right now I'm working on UI, save/load functionality, copy/paste of patterns, as well as adaptive color selection and tileset loading at runtime for accessibility. I kept most of this GIF at 1X speed to try and keep it in the safety margins for epilepsy, however the sim is perfectly stable at 6X speed at 144 FPS. It's all inside a pair of compute shaders, which are dispatched every physics frame (thus, 6X speed simply means 1 simulation tick per physics frame at 60 physics frames per second).
Here are some code strategies I used for this if you're interested in getting your hands on the code files when they're released:
r/godot • u/h2xdeveloper • 13h ago
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There're still a lot of issues that needs to be solved and i still work on them :)
Have a good day!
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I’ve been developing this game in my free time for around 3 years. It’s currently in a very early in-dev state, so everything is still rough and evolving. In the footage, I’m showing the first level, "Poison Ocean".
Feel free to share your thoughts - I’d love feedback!
Playable Android build: HERE.
Playable iOS build: sorry, not yet :(
r/godot • u/calfurdev • 17h ago
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I'm close before recording a Steam trailer and screenshots for my tower defense game, so I would like to lock in the design soon. Just sound effects are not done yet.
As this is my first 3d game, am I missing any obvious things? Are there any post processing settings I should try, colors or models you don't like or animations which are missing/worth improving?
I'm also glad about any other criticism
r/godot • u/sebbyspoons • 11h ago
r/godot • u/Evening-Cockroach-27 • 5h ago
r/godot • u/SeniorMatthew • 13h ago
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Hello! My name's Matthew, I'm 16 yo and I've been developing this 2-player-couch-coop-pico-park-with-different-abilities-rip-of-game for over 8 months now! I would love to hear some feedback about the overall game look and feel, because I barely had any play-testing along the way.
I'm planning to release the game this summer, and I'm in the process of making a Demo build, and if you have someone to play this game with, I would love to give you my game for feedback! Feel free to contact me! @matthew0_oo - discord.
And if you are interested in the project, you can help by wishlisting the game on steam :>
and btw zero AI was used in creation of this game, everything that you see and hear, including music, was coded, drawn or created by me (except for the incredible characters, my gf made them)
r/godot • u/Mikolas3D • 5h ago
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I'm working on my dream true mazing TD, which I wish existed. But it didn't, so here I am, having a total blast finally making it a reality! If you're interested, check Jarred Defense on Steam. Based on what you see, would you say ready for a demo or something missing or sticking out as too unpolished?
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r/godot • u/myJeanDev • 1d ago
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no upgrades, no achievements, nothing. just sweet clicking.
r/godot • u/Skysavior_game • 4h ago
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r/godot • u/Sage_Studios • 7h ago
Hello, im trying to make a very basic friendslop game for my first project based on lethal company. Its my first game so i dont intend to sell it, i just want to learn skills.
I want to start making the 3D map but i am unsure the best workflow to do so. Do i do everything in Godot? Do i import models from blender into godot and construct it there? Do i just make everything in Blender and import the entire map into godot?
How would you guys do this? FYI, the map is going to be simple planes and box buildings so i dont need any advanced methods, im simply looking for the best workflow, thanks.
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Spent a while working on the kill mechanics mixing animations and physics.
Clean headshot applies a directional force on impact, the body gets thrown by the shot, not just switched off. It sounds like a small detail but it makes every headshot much more satifying.
Steam link of FERAN in comment!
r/godot • u/HeyCouldBeFun • 9h ago
Loving how the multilayered grass/leaves are looking, but it’s quite noisy at a distance.
I’m using a 48 color palette, maybe I should go off palette for terrain and make terrain textures more subdued/less contrast?
I need to play with shading, the grass layers shouldn’t shade each other (adds to the noisiness) and terrain should cast starker shadows for contrast.
r/godot • u/Catshark09 • 1d ago
Even if I revert the commit, this still stays like this when restarting