Happy new year, everyone! While most of our contributors were taking time off these past few weeks, there were still quite a few issues and regressions addressed in that time. As such, let’s welcome in 2026 with a brand new build: 4.6 beta 3 has arrived! This iterates upon the relatively-stable 4.6 beta 2, so it won’t be much longer before we’re ready for the release candidate stage.
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As 2025 winds to a close, so too does our team for the holiday season. Before we head off, let us leave you with a parting gift: the final development build of the year, 4.6 beta 2!
We’ve already discovered and tackled a fair number of regressions since 4.6 beta 1, which we’re hoping will lend itself to a quick release cycle. However, there’s still further bugfixing and testing to be done, so users are encouraged to report whatever...
It’s finally time for the 4.6 release cycle to feature its very first beta! Thanks to handling the feature freeze in dev 6, there are already been several bugs and regressions identified early and subsequently squashed. However, there are still more to iron out, so all contributors are encouraged to shift their focus to regression fixes...
Woah, two development snapshots in the same week? Indeed, we’re gonna be handling the transition to the beta stage a little differently this time around.
During the development pipeline of Godot 4.x, we developed a bit of a bad habit by starting the feature freeze AT the first beta release. While not inherently bad, this did lead to somewhat bloated blog posts that had to juggle both newly-added features and the more general feature roundup for the release as a whole. So while this format may...
As the Northern Hemisphere’s days get shorter and colder, we get closer to our much anticipated feature freeze. Dev 5 is jam-packed with new features and enhancements as contributors try to finish off their big contributions before we hit the feature freeze and Beta 1 shortly after. As a reminder, feature freeze is the period where we stop merging anything except for bug fixes as we shift our focus to polishing the existing code in preparation for release. We plan on entering our feature freeze...
With GodotFest now behind us, it’s only natural that some users would be left with a sense of longing. Well we have just the thing: our most recent Godot 4.6 development snapshot! It’s not even been two weeks since the last one, but we couldn’t just leave y’all hanging for more Godot content. As always, these snapshots feature big changes, meaning they’re likely accompanied by big regressions and bugs; get those tests and reports in as early as possible to ensure...
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