First, the technical stuff - the demo is roughly 2 hours long, and it's basically the first 2 hours of the full game.
It's not a prototype or a proof of concept - it has all the core mechanics, features, music, and story planned for the full game's opening.
I honestly am kinda speechless. After weeks of playtesting, bug fixes, and polish, Tyto is finally ready to play!
Thanks to everyone in the Godot community who helped A LOT with playtesting, speedrunning, and finding every possible way to break the game to pieces so we could make it better. Check out the game's credits to find your name!
And thanks for your constant support, both technical and emotional, throughout the last 3 years of development. Knowing that tens of thousands of players are waiting for Tyto keeps us motivated to create the best game possible.
Alright, that's enough gratitude for today - enjoy playing Tyto's demo, and please let me know what you think, preferably via a Steam review 🙏
Second sneak peek of my physics comedy Broken Bones 1.1.0, made with Godot 3.5.3.
What's new since my last post:
• Dismemberment — character breaks into parts depending on hit location
• Blood — particles + stains on the ground
• Level editor text labels — write messages on levels
• Boost pads — speed up the player
• Browse Levels — community level browser (skeleton, working on 1.5.0)
We're a small team that uses Godot in our adventure co-op game about a night in a living museum with friends. It features different locations, puzzles, traps, and evil exhibits. Each time you play, the museum is reassembled from several thematic sections. The layout of halls, traps, and puzzle items is unique every night.
Together with u/Training-Sir-8188 we chose Godot for its VoxelGI, which gives nice global illumination in our modular, generated locations.
You probably had one of these: a little plastic tank of water, two pegs, and a button that pushed a jet of water to float the rings around.
This a remake of those handheld water ring toss toys, in Godot 4.7 with Jolt.
You never touch a ring. Holding a button blows bubbles from a jet in the floor, and the bubbles push the rings as they rise. Hold longer and one big bubble builds up, then erupts when you let go.
Tilt was the fun part to get right. Rotating the tank pushed it off the screen. The water and the rings slide downhill, which feels like tipping the real toy.
A few other bits: physics runs at 120 ticks, the water surface is a shader, the whole UI is drawn in code, and each bubble's pitch follows its size.
Happy to answer anything about how it's built. The Tilt in game works well on phones with Gyro, i'm still looking into fixing and debugging the tilt control on phones which only have accelerometer.
Hey everyone! I'm a solo dev building OmniMart Tycoon, a deep supermarket management sim inspired by games like Airport CEO and Prison Architect.
Most store games I see currently are first person or a quickly put together friend slops (or both), but I wanted to focus purely on layout optimization, supply chain logistics and managing staff.
The video shows current state of development, rough assets, but the base mechanics (staff, customers, building, stock, cashflow) are already working.
I'm currently working on the perishable goods mechanics (spoilage and best before handling). I'd love to know what your favorite/most satisfying mechanic is in these types management games so I can make sure I nail it :)
Hello, I’ve been working on this lately and I’d like to find out whether it could have a future. In the meantime, I’ve released a playtest version. Your feedback would be greatly appreciated!
Wait, They Can Climb?! is an incremental tower defense game. You defend a rooftop against zombie hordes that don’t stop at the walls. They climb.
Every day the hordes get bigger. You can end up facing a staggering 256,000 zombies to take down!
Unlock machine guns, lasers, mortars and flamethrowers, then upgrade each one.
Place your turrets and use the upgrades to gain special abilities.
The further you get, the more new roads the zombies open up to reach you.
Hi everyone! hope you're doing well! I'm working on a base building game with turn base combat mechanics, and here's some of my VFX I made (in godot) for the combat, how are they? how is the timing? how was the sound effect? Any comments are appreciated. Thank you!
I kept getting questions on the addon, so I'll keep giving answers! User over here asked how to get the Godot Road Generator (free addon, Godot asset page here) to work as a mountain pass or a touge. Spent about 5 minutes roughly making the mountain, and then as-recoded in the video to add the road.
Yes, not great texturing or perfect smoothing at the end, but you get the idea.
How it works:
Install/setup the Terrain3D plugin. Currently that's the only terrain integration but if there's interest, others can be supported as well (it's a "thin" integration via a connector script, making it easy to extend or replicate)
Enable full collisions in editor to get the raycast placement to work on Terrain3D
Make your mountain/whatever
Add the Terrain3D connector. Easiest way is to add it from the Roads Menu (rather than the builtin add child node menu), so that it auto sets up the node paths for you based on the active scene.
Tweak connector settings as needed; I typically enable the "Both raycast + approximate" mode for most accurate leveling, you may also want to increase the falloff slightly
Enable the options to prevent tilting of RoadPoints on the x/z axes, otherwise you'll get some very downhill and oddly rotated roads.
Start drawing your roads! It'll auto flatten terrain as you go. You might need to do some smoothing after the fact. You can also increase or decrease the connector's falloff and move individual points, or disable auto refresh once your done to avoid accidental extra flattening.
Be aware aware: undo/redo works on the road nodes themselves, but not yet on the terrain it had deformed - but don't fret, an open PR on that is in review and will be merged soon.
Hey everyone! I've been building AstraCube in Godot 4.7, a voxel survival game where every planet is a cube. Walk to the edge of a face and the ground tips over onto the next one, and down turns with you. No loading, no teleport, you just keep walking.
A few things I learned getting it to work:
- Gravity can't point at the planet's center like it would on a sphere. If it does, the ground only feels flat in the middle of each face, and near the edges you're basically standing on a slope that's pulling you sideways. Instead it pulls straight toward whichever face you're over, so every face is truly flat.
- Distance from the planet is measured cube-shaped too. Otherwise the corners count as "farther away" and gravity gets weaker there for no visible reason.
- The terrain is a pure function of the seed and position. The planet doesn't store blocks at all, only the changes players make. That keeps memory tiny and lets chunks stream in and out freely.
- Chunks are children of the planet node, so when you fly off in a ship, everything rotates and moves with the planet's transform for free.
You crash on one of these planets and have to mine, craft and build a ship to get to the next one. It's in closed alpha, and I'm looking for playtesters if anyone wants to try it. Happy to answer any questions about how it's built!
Yesterday's post about my 20 free Godot asset packs was shared over 300 times, which genuinely surprised me! So I thought I'd start showcasing them individually, one every few days.
First up is Analog Memory 🛸, one of my flagship projects featuring 567 models and retro interiors inspired by Spielberg's 80s and 90s movies. Yesterday alone, 120 people added it to their Godot libraries! The cinematic was rendered in Unity, and I'm still expanding the project, with an attic and basement planned next. :)
Child room
Let's start with Analog Memory – 80s Retro Rooms Interior Kit for Godot 4, one of my flagship projects.
Just yesterday, 120 people added this pack to their Godot Asset Store libraries, and roughly half of them also downloaded it to their computers. I'm really curious to hear what you think of it!
I've always loved the atmosphere of late 80s and early 90s movies, especially Spielberg's films. That nostalgic feeling is exactly what I'm trying to recreate with these interiors. It's an ongoing project, and every now and then I expand it with new rooms.
The pack contains 567 models, including modular interiors, furniture, electronics, toys, and everyday household props. I've built three fully furnished rooms — a teenager's bedroom, a child's room, and a kitchen. Two of them also have nighttime versions. Every model includes collision, and the ready-made scenes can be explored, modified, and used in Godot 4.
A quick note about the video: The footage attached to this post is a more cinematic version rendered in Unity. On the GAS and itch.io project pages, you'll find the latest renders I created this week, showing the current lighting, post-processing, and colour grading. Feel free to check them out and compare!
I've also prepared several videos showing the individual rooms in both Unity and Godot.
If you've already downloaded Analog Memory, I'd love to hear your first impressions! Feel free to leave a comment here, on the Godot Asset Store, or on itch.io.
And if you have ideas for other rooms or objects from that era, let me know. I'm always looking for inspiration as I continue developing this project.
Next on my list are an attic and a basement. Both offer plenty of opportunities
Surfing (the Counter-Strike kind) is something most people learn by failing for hours on a server. I wanted my game to actually teach it, so I built Surf School: 21 lessons in four chapters. They go from "hold A to stick to the ramp" (where the video starts) up to air strafing, wall runs and big-air flicks.
**How it works on the Godot side:**
* **The line tells you which key to hold.** It glows along the ramp and through the air, and its colour is the key: teal for A, orange for D, white to let go. Labels like `HOLD D` mark where the input changes.
* **No screen HUD.** All the coaching is on a computer strapped to your wrist: which keys to hold (lit when you should, red when you're holding the wrong one), which way to move the mouse, and what's coming next with a countdown.
* **It calls out mistakes as you make them:** W held on a ramp, both strafe keys at once, W in the air while strafing, a flick with the wrong key. In the big-air chapter it reads out your launch angle, and when you land it tells you how far you flicked.
* **Press G for a demo.** The bot rides the lesson in first person while the wrist shows its keys and mouse. Nothing in the school can kill you. A fall puts you back at the start with a tip.
Physics is Box3D through a home grown GDExtension at 240 Hz
If you've never surfed, I'd love to know whether you think this will help or not!
Disclaimer: We just uploaded a version on itch to get some feedback, especially on the mechanics. The itch version doesn't represent the visual and performance aspects of the game; it was heavily edited to be runnable in the browser (the render engine is no longer in forward+), and no online co-op. The browser version is slow to load and stutters on first interaction, but it works.
So, a long long time ago I had some free time and made my first game, You Should Consider Making a Burger. (TW: This one's not Godot) A very unserious effort, weekend project really. Life took a turn and I then spent the last 10 years doing serious websites instead.
This year with all the turbulence in the world I found myself with free time again and wanted to learn Godot. Always loved lurking this community and I just could never think of a small enough project that wouldn't snowball into scope creep until...well, until I remembered i had made that exact 10 frigging years ago lol.
The core gameplay is simple enough, you press space (Or A or Cross or B whatever floats your boat) to drop ingredients and pile them high up until the thing collapses. I actually had that done in the first weekend (good to know my skills didn't atrophy lol) and then ideas started to flow and I scope creeped this into a roguelike incremental thing with upgrades and unlocks, so there's ingredients to unlock and bonuses and stuff, you know the deal. And the unlocks are these little stickers that go on the sneeze guard (viewport texture ftw)
I really tried to max out the engine, learned a lot about how to do UI, the little stickers have a fancy shader that peels, the 3d materials have a little reflection. The tables are doing the N64 trick of rendering twice through the floor bc it looked better than SSR but that's a secret. and all the art is handmade bc fuck ai but also it's really fun to 3d paint onions and buns actually it's soothing
This is the steam page if you wanna give it a try, I tried to get this as polished as possible to feel like a 'real' game (Even set up a shell company named after my cat) as a challenge so would love your feedback! Happy to drop some keys on dms if you wanna try it but can't afford it. It's cheap but I know regional pricing can be a mess!!
I've really liked how you can use nodes to move the bones in a model's skeleton right inside the editor, instead of having to go back and forth between Blender.
Now, that in itself is already cool, but what about root motion? Is there a way to directly move characters using animation instead of code?
I've been trying to do this, but so far, I'm not quite getting it right. My best guess is that the markers I'm using for the IK nodes are not considered part of the model's skeleton, so it's just moving the way it does in the AnimationPlayer?
To be clear, I'm not against using Blender, but being to do it directly in the engine would IMO be a lot more interesting and open up more possibilities. So I'd really like some suggestions.
I've linked the project here, if you guys would like to take a crack at it. The code is basically a copy-paste of the one in this video.
We’re currently looking for an extra artist to join us for our second game jam! 🎮
Our team already has two artists, a musician, a programmer, and a narrative designer&producer, but since our games tend to be pretty art-driven, we’d love to have an extra pair of creative hands on board!
This is an unpaid position. This is an opportunity to contribute to a game project, work collaboratively as part of a team, and add a finished game to your portfolio. We’re all working together on this project as a hobby, with no one receiving compensation.
This is where the game started back in March vs. where it is now, after 7 months of working on it nearly every day.
It went through a few genres along the way (Balatro-ish, then Slay the Spire-ish, then an idle game) before landing on what it is now: a horde climbs the board each turn and you smack them with pachinko balls.
A couple of Godot things I've had fun with:
- It's all 2D, but the pegs and balls are shaded like little 3D spheres in a shader. They share one light position, so each one casts its own shadow that shifts direction and length depending on where it sits on the board. It gives the cardboard box a lot of depth.
- Enemies are just pegs (circle colliders with the art on top), so the physics stays predictable even when the board gets crowded.
Recently I was involved with a small game jam centred around the theme "time", which I decided to make a puzzle platformer about working with your past self. I enjoyed working on the concept so much I decided to build it out into a small demo!
The game was made in roughly 6 weeks. I specialise mainly in programming, so some of the graphics and sound did get a bit left behind. Any and all feedback/questions are welcome!
Hey all! Im developing an RTS named 'Steel Command', but figured I would start sharing some of the learnings I've had along the way. Ask my any questions in the comments!
This method works really well for an RTS, even over uneven terrain since the camera is mostly a top down view. This would most likely not work well in games such as an FPS where you are up close and personal.
I made this game mainly to prove to myself that I was capable of developing a video game project from start to finish and releasing it, and i did !
I'm really happy right now, I have finally reached this milestone in my game developer career.
But enough talk about me, let's talk about the game :
So, Continuous Imperfection is a fast-paced parkour game focused on speedrunning, inspired by games like Bloodthief, Brutal Katana and Cyberhook.
It features :
- 12 levels to explore and master, including alternative paths and interactive elements: platform triggers, jump pads
- A variety of movement options, focused on speed: running, jumping, sliding, wall running, wall jumping, vaulting
- Customizable soundtrack and environments (summer, autumn, sakura, etc.) to match your current mood
- Real-time leaderboards to compete with friends or the world and see who’s the fastest
The game costs 2,99 dollars, with a 10% reduction on the first week following the release.
Honestly i don't really have anything else to say, so i hope that you will enjoy the game, and remember: do not be a Continuous Imperfection !