Announcing the Godot 2019 showreel

By: Juan Linietsky Apr 16 - 2019

Another year, another showreel. As every year, the amount of quality games being created by Godot has increased significantly (as did the amount of submissions).

The State of Godot | GDC 2019, at GitHub HQ

By: Juan Linietsky Apr 15 - 2019

This year, during GDC, GitHub again hosted a Godot Meetup at their offices and the amount of attendants was considerably bigger than last year. Thanks hugely to them for all their support!

Godot Engine awarded $50,000 by Mozilla Open Source Support program

By: Rémi Verschelde Apr 11 - 2019

We are delighted to announce that Godot Engine has been awarded USD 50,000 by Mozilla as part of the Mozilla Open Source Support (MOSS) Mission Partners program. This award will be used to fund the work of some of our core contributors on three different work packages, all linked with Mozilla's mission of furthering an open and accessible Web. For Godot, this means making sure that everyone can build and play networked and browser-based games with open source technology.

Godot 3.2 will get new audio features

By: Juan Linietsky Apr 10 - 2019

I left these out of 3.0 and never managed to work on it again, yet users requested them a lot this past year. Finally, they will be available for Godot 3.2.

Godot 3.2 adds support for convex decomposition

By: Juan Linietsky Apr 10 - 2019

Another long awaited feature makes it for Godot 3.2. This makes the workflow for 3D games considerably easier, by allowing conversion of concave meshes of any form into a set of convex shapes.

Godot 3.2 will allow disabling editor features

By: Juan Linietsky Apr 08 - 2019

It sounds like an odd feature to have (and never crossed our minds at the beginning). Yet, more and more users requested it, and their context it made a lot of sense. In the end, we now believe this functionality is of vital importance to strengthen Godot adoption in the future.

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.