VIDEO
@passivestarAreaLight3D, a new node for rectangular light sources
Do you think light can bloom even on a battlefield?
Soft radiating glows from humming TV screens, illuminated billboards in vibrant cityscapes, and ominous light through frosted windows are now achievable with rectangular area lights.
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Progress on Godot 4.7 has continued without a hitch, but the need for more 4.6 maintenance releases remains ever-present. Our commitment to active support brings us to today’s release of Godot 4.6.3.
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While the majority of our team continues to focus on development snapshots for Godot 4.7, we still have a commitment to maintenance releases for the latest stable version. Specifically, our release support policy promises active support until the successor’s first patch release, so there’s still room for yet more maintenance releases in...
While most users have upgraded their projects to Godot 4.6 by now, some have to stay on the previous 4.5 branch for various reasons, so we do our best to provide them with important fixes.
Our release support policy is that we support a given stable branch actively until its successor has had its first patch release, which happened a month ago with 4.6.1....
It’s been three weeks since the release of Godot 4.6, and we’re blown away by everything the community has already showcased in such a short time. And while Godot 4.7 is already well underway, a maintenance release for 4.6 was always set to release soon after. This release, Godot 4.6.1, addresses all the known show-stopping regressions and issues new to the Godot 4.6 release. We’d like...
With the stability gained over the past five releases, the engine has matured enough to enter a new phase. Godot 4.6 kicks off a period of polish, quality-of-life improvements, and doubled-down effort on performance optimization.
Thank you to everyone who has participated in the release candidate stages of Godot 4.7! As a result of widespread adoption and testing, we were able to unearth and squash a handful of critical regressions that very nearly got overlooked. So while we hope to have a stable version out sooner than later, these fixes alone warrant at least one more snapshot, for good measure.
This Monday featured the release of our first Release Candidate build of Godot 4.7. As a reminder: RC builds are when we believe the engine has stabilized and is ready for release, so it’s the last chance to report critical regressions before the stable version drops.
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We had a few false-starts along the way, but Godot 4.7 has at last reached the Release Candidate stage. This means that all of our planned features are locked-in, and no critical regressions remain. As such: production-ready environments can begin integrating at this time. HDR output support, the Godot Asset Store,...
While we’re still confident in our overall stability at this time, a few changes made in the time since 4.7 beta 4 warrant further evaluation. As such, we’re doing one final final development snapshot, Godot 4.7 beta 5, before we turn to the release candidate stage (for real this time).
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Our fourth, and likely final, development snapshot for Godot 4.7 has arrived: 4.7 beta 4! Being an iteration on the relatively-stable 4.7 beta 3, it’s only a matter of time before the release candidate process begins, so join us for one last (probably) round-up in preparation.
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It’s only been a little over a week since the release of 4.7 beta 2, but we’re dedicated to picking up the pace for snapshots in the latter stages of our pre-release cycles. This allows our users to get the most fresh slate possible for testing, and helps us suss out any reported issues that are no longer relevant at this time. The number of release blockers has only gotten smaller, but we’ll need your help to get over the finish...
Although we fixed many of the major 3.6 bugs in Godot 3.6.1 in June, we have decided to make a new 3.6 point release in order to keep up to date with platform requirements.
Google announced that from August 31, 2025 (with possible extension to November 1, 2025), apps and updates submitted to the Play Store must target Android 15 (API level 35) and support...
Godot 3.6 was released in September last year, and it has been mostly stable, although there have been a few more important bugs which warrant a maintenance “patch” release (3.6.x). As well as bug fixes, this release also contains some cherry-picks from 4.x to update libraries. Let us know if you spot any regressions.
After 2 years of development, Godot 3.6 is finally out and it comes fully packed with features and quality of life improvements! This includes 2D physics interpolation and hierarchical culling, and 3D mesh merging, level of detail, tighter shadow culling, ORM materials, and more.
While most of the development focus today is on 4.x releases, enthusiasts have been busy improving the 3.x branch: fixing bugs, optimizing and increasing reliability, providing quality of life improvements, and adding new...
Long time no see, Godot 3.5! While our development focus since Godot 4.0 in March has been to release new 4.x versions at a steady pace (with Godot 4.1 in July, and Godot 4.2 scheduled for November), we’re not forgetting about users who are still using Godot 3.5.
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Although the vast majority of contributors are busily working on Godot 4, a small problematic group refuse to stop improving Godot 3. Since Godot 3.6’s release in September 2024, we have been working hard on the new feature branch, 3.7.
Although a number of features are still in preparation, there have already been a number of improvements since 3.6, so consider this a sneak peek at some of the advances that will be available.
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The upcoming Godot 3.6 is now considered feature complete, and has received a lot of bugfixes and improvements over the past weeks thanks to all the testers and developers who reported and fixed issues. We are now at the Release Candidate stage, finalizing everything so that we can release 3.6-stable for all users.
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It has been a while since our last beta, and admittedly 3.6 seems to have been in development for ever (beta 1 was over a year ago!).
There are fewer developers now working on 3.x branch, and Rémi’s time has been largely monopolized by the huge growth in contributors to 4.x, and the consequent increase in his workload. For this reason we have been trying to get maintainers more actively involved in release management, which is allowing enthusiasts to take on more of the work, and get everything...
Long time no see, Godot 3.x! While our main focus is on Godot 4.x with frequent feature releases (with the recent release of Godot 4.2 in November), we still have a number of changes backported to the 3.x branch or written specifically for that version, which we plan to release as Godot 3.6 in the near future.
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It’s been a while since our previous maintenance release for Godot 3! While the development focus is on the Godot 4 branches, we’re still making steady progress towards the Godot 3.6 feature release, currently in beta phase. But we also need occasional updates to the current 3.5 branch which is used in production by many.
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The core of the Godot development focus is on the upcoming Godot 4.2, currently with a 3rd dev snapshot. But we haven’t forgotten about the 3.6 release, which has a slow but steady influx of important bug fixes, platform improvements, and rendering features. Godot 3 is still very important for a significant part of the ecosystem - notably people with released games, games close to being released, or who need to target OpenGL 2 / WebGL...
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