Godot 3.2 will get pseudo 3D support in 2D engine

By: Juan Linietsky Apr 05 - 2019

Godot support for 2D is already mature and most of our users enjoy working with it. There is, however a growing trend of adding 3D layers to 2D games, which can be seen in successful titles such as Hollow Knight or Rayman Origins.

Godot Engine to go public in 2019

By: Juan Linietsky Apr 01 - 2019

APRIL FOOLS' DAY JOKE! -- We hear you and we understand your concerns. You feel like Godot, in the end, is not "public" enough. Worry no longer! Today we announce that Godot will go public this year.

Update on Godot AR and VR

By: Bastiaan Olij Mar 29 - 2019

Now that Godot 3.1 has been released, it's time to update the VR drivers and talk a bit about where we are at with AR and VR.

Status of Godot at GDC 2019

By: Juan Linietsky Mar 26 - 2019

Rémi Verschelde, Hein Pieter Van Braam and I went to GDC 2019 in representation of Godot. Until last year, I would go mostly alone. So, how did it go compared to last year?

Godot 3.1 is out, improving usability and features

By: Juan Linietsky Mar 13 - 2019

After a bit more than one year of work, the Godot developers and contributors are delighted to get their new release out the door, Godot 3.1! It brings much-requested improvements to usability and many important features. Godot 3.1 is more mature and easy to use, and it does away with many hurdles introduced in the previous versions.

Release candidate: Godot 3.1 RC 3

By: Rémi Verschelde Mar 12 - 2019

All good things come in threes, so after our first two release candidates, here is Godot 3.1 RC 3. We've reached a state which we think should be good to release as the stable branch, so if no critical regression is found, the next build should be 3.1 stable!

Release candidate: Godot 3.1 RC 2

By: Rémi Verschelde Mar 10 - 2019

We had our first release candidate for Godot 3.1 two days ago, and various critical bugs have been fixed since then, so we're publishing a new candidate, RC 2. Please give it a try on various devices and platforms, and ensure that no critical issues have been missed.

Release candidate: Godot 3.1 RC 1

By: Rémi Verschelde Mar 08 - 2019

After over one year of work, 5 alpha releases, 11 betas and 7000 commits by close to 500 contributors, we're finally ready to wrap up the 3.1 version and let you all benefit from the hundreds of new features, enhancements and bug fixes that have been worked on by the community since January 2018. We're therefore publishing this first release candidate, Godot 3.1 RC 1, to let all of you test it thoroughly and check if any showstoppers remain. The final release is a but few days away!

Dev snapshot: Godot 3.1 beta 11

By: Rémi Verschelde Mar 05 - 2019

One (hopefully) last beta was needed to test the many last-minute bug fixes done over the last few day, which brought the 3.1 version very close to what we want the final version to be. But any heavy bugfix requires QA testing to ensure that it does not introduce regressions, so we're publishing a new 3.1 beta 11 build to have the community confirm if it's ready for the Release Candidate stage.

Dev snapshot: Godot 3.1 beta 10

By: Rémi Verschelde Mar 02 - 2019

Another beta build towards Godot 3.1. We're getting very close to being ready to call it a Release Candidate, so barring any major regression in this beta, we should be able to publish a RC1 build in a few days.

Join the Godot Meetup at GDC 2019

By: Rémi Verschelde Mar 01 - 2019

We're organizing a Godot Meetup at the GitHub HQ during GDC 2019, on Thursday, March 21 at 6:30 pm. Entrance is free and everyone is welcome to attend, but you do need to register beforehand on Eventbrite:

Dev snapshot: Godot 3.1 beta 9

By: Hein-Pieter van Braam Feb 28 - 2019

The previous beta had some GLES2/Android regressions which, along with several other issues, has been fixed in Beta 9. Please go forth and test! Assuming no new regressions are found we are likely going to move to *release candidate* state soon.

Godot in Google Summer of Code 2019

By: Rémi Verschelde Feb 27 - 2019

Godot will take part in the Google Summer of Code for the second time in a row, and we are thrilled at the opportunity to mentor students to work on interesting projects for the Godot community.

Dev snapshot: Godot 3.1 beta 8

By: Rémi Verschelde Feb 26 - 2019

Our two previous beta builds had showstopper regressions, which have now been fixed. This beta 8 builds allows using the engine with C# again, as well as running it on older CPUs. As we release it, we are already aware of another recent regression with ETC texture import affecting GLES2 on mobile, which will be fixed in the next build.

Dev snapshot: Godot 3.1 beta 7

By: Hein-Pieter van Braam Feb 24 - 2019

As bugfixing is going at a steady pace towards Godot 3.1 stable, we plan to release beta builds frequently to have broad testing on the latest fixes and spot any regression. So we're now publishing Godot 3.1 beta 7 with close to 25 commits made since beta 6 a few days ago. This is also the first Godot released to have code signed binaries on Windows!