Blog

Rémi Verschelde Rémi Verschelde  - 15 September 2022

The next big step: Godot 4.0 reaches Beta

It has been a long road to Godot 4.0 with 17 alpha builds distributed in 2022, and continuous development effort since 2019. We aren’t done yet, but today marks a major milestone on the road to Godot 4.0: the first beta is out!

Rémi Verschelde Rémi Verschelde  - 13 September 2022

Dev snapshot: Godot 4.0 alpha 17

We're getting prepared for the imminent release of Godot 4.0 beta 1, and to do so we're having a (last?) alpha 17 release to ensure that things work as best as we can reasonably expect before the beta phase.

Rémi Verschelde Rémi Verschelde  -  7 September 2022

Dev snapshot: Godot 4.0 alpha 16

One more alpha build on the way to Godot 4.0 beta! As we're getting closer we're also iterating faster to make sure that we spot and fix the most problematic bugs ahead of the beta phase, to enable broader testing.

Rémi Verschelde Rémi Verschelde  -  2 September 2022

Release candidate: Godot 3.5.1 RC 1

We released Godot 3.5 one month ago, and like any release, there are few rough edges to iron out which warrant making maintenance "patch" releases (3.5.x). A number of issues have been fixed already, so we're having a look at preparing the 3.5.1 update, starting with this Release Candidate.

Rémi Verschelde Rémi Verschelde  - 30 August 2022

Dev snapshot: Godot 4.0 alpha 15

The past 2 weeks weeks have been BUSY! We've reviewed and merged a ton of Pull Requests to prepare for the imminent 4.0 beta release and make sure that we're as feature-complete as possible.

Juan Linietsky Juan Linietsky  - 23 August 2022

Godot 4.0 will discontinue VisualScript

Godot's visual scripting language, VisualScript, was introduced in Godot 3.0, almost five years ago. Despite our continuous effort, it never gained traction and the path to improve it was never clear. Because of this, for Godot 4.0, we decided to accept that the approach we took from the start was simply not the right one and decided to remove it from the engine. If enough volunteer interest exists, it may be moved to an extension.

Rémi Verschelde Rémi Verschelde  - 11 August 2022

Dev snapshot: Godot 4.0 alpha 14

We're working towards finalizing the feature set for 4.0 beta, reviewing many PRs which have been opened prior to our roadmap feature freeze announced a couple of weeks ago. While this process is ongoing, we'll keep releasing alpha builds so here's 4.0 alpha 14!

Rémi Verschelde Rémi Verschelde  - 10 August 2022

GSoC 2022 - Progress report #1

This year we have 3 students working on exciting projects as part of the Google Summer of Code. In this progress report they present their work on refactoring the ColorPicker and its UX, making code editors detachable from the main editor window, and improving the GPU lightmapper.

Rémi Verschelde Rémi Verschelde  -  5 August 2022

Godot 3.5: Can't stop won't stop

After 9 months of development, Godot 3.5 is out and it comes fully packed with features and quality of life improvements! This includes a new Navigation system, 3D physics interpolation, Label3D and TextMesh, an Android editor port, asynchronous shader compilation, and more!

Rémi Verschelde Rémi Verschelde  -  2 August 2022

Maintenance release: Godot 3.4.5

Maintenance release to provide a handful of bug fixes to users of the current 3.4 stable branch. Notable changes: Android target API 31, thirdparty library updates, ignore unexpected S3TC support on Android for GLES3.

Rémi Verschelde Rémi Verschelde  - 28 July 2022

Dev snapshot: Godot 4.0 alpha 13

We just announced that we'll enter feature freeze next week to focus on stabilizing the existing functionality in Godot 4.0 and prepare the first beta release. But until then we'll keep having alpha releases to test new features and fixes, so here goes 4.0 alpha 13!

Yuri Sizov Yuri Sizov  - 28 July 2022

Godot 4.0 development enters feature freeze ahead of the first beta

We're determined to deliver a stable release of Godot 4.0 as soon as possible. To achieve this, we are going to enter the feature freeze phase (beta) for Godot 4.0, to shift our focus towards stabilizing the existing functionality and fixing bugs.

Rémi Verschelde Rémi Verschelde  - 28 July 2022

Release candidate: Godot 3.5 RC 8

The 3.5-stable release is just around the corner! We fixed a few more regressions for Android scoped storage and UWP accumulated input, so another Release Candidate is needed to validate those finishing touches.

Rémi Verschelde Rémi Verschelde  - 22 July 2022

Release candidate: Godot 3.5 RC 7

Yet another Release Candidate for the upcoming 3.5 release, to validate a handful of regression fixes, notably for mobile devices (iOS input, Android I/O, Android S3TC compression support).

Rémi Verschelde Rémi Verschelde  - 19 July 2022

Release candidate: Godot 3.4.5 RC 1

While Godot 3.5 is nearing a stable release, we still want to provide relevant bug fixes to users of the current 3.4 stable branch who might not be ready to upgrade right away. It's been a long time since the release of Godot 3.4.4, and there are a few important fixes coming up in Godot 3.4.5.

Juan Linietsky Juan Linietsky  - 15 July 2022

Godot and consoles, all you need to know

The topic of running Godot games on consoles pops up very often. In this article you will find information about how console development works, the challenges that Godot faces for supporting those platforms and which alternatives exist to publish your games for them.

Rémi Verschelde Rémi Verschelde  - 14 July 2022

Dev snapshot: Godot 4.0 alpha 12

Another couple of weeks, another alpha snapshot from the development branch, this time with 4.0 alpha 12! Noteworthy changes: GDScript variable grouping annotations, full support for Android scoped storage, Font resource refactoring, lots of GDScript 2.0 bugs squashed.

Rémi Verschelde Rémi Verschelde  -  8 July 2022

Release candidate: Godot 3.5 RC 6

Another RC build for Godot 3.5, further improving various areas and default settings to ensure a great experience for current and future 3.5 users.

Clay John Clay John  -  6 July 2022

Fog Volumes arrive in Godot 4.0

On top of the existing fixed-function fog, Godot 4.0 introduces a new type of fog: Volumetric Fog. For the 4.0 release, we decided to take Volumetric Fog one step further with the addition of FogVolumes. These allow users to dynamically place fog and control complex fog effects with shaders.

Rémi Verschelde Rémi Verschelde  -  1 July 2022

Dev snapshot: Godot 4.0 alpha 11

Another alpha snapshot from the development branch, this time with 4.0 alpha 11! Noteworthy changes: exporting Node pointers as NodePaths, Movie Maker run mode, fixed release builds, AnimationTree advance expressions.

Rémi Verschelde Rémi Verschelde  - 27 June 2022

Release candidate: Godot 3.5 RC 5

Another release candidate for Godot 3.5, with another couple late but quite important changes for Android: full scoped storage support, and support for NDK r23. And another set of important bug fixes for rendering, navigation, and more!

Juan Linietsky Juan Linietsky  - 24 June 2022

Godot community poll 2022

It's this time of the year! Godot Community Poll 2022 is now out for everyone to take part. Let us know what your relationship with Godot is in this brief list of questions!

Rémi Verschelde Rémi Verschelde  - 17 June 2022

Release candidate: Godot 3.5 RC 4

Another release candidate for Godot 3.5, after fixing our time to iron out some more bugs. Notable changes in this release include fixing a potential crash on Windows 11 on scenes using specific fonts, and a further refactoring of the new navigation system to make it closer to the version in Godot 4.0.

Rémi Verschelde Rémi Verschelde  - 15 June 2022

Dev snapshot: Godot 4.0 alpha 10

Another couple of weeks, another alpha snapshot from the development branch, this time with 4.0 alpha 10! This release adds an initial implementation for Temporal Anti-Aliasing, as well as the first iteration of a command line tool to (partially) convert Godot 3.x projects to the Godot 4.0 API.