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We have reached the first beta release for the 4.4 in around a month, but as usual, this timeline will depend on how quickly we are able to fix the outstanding bugs and what new bugs are identified in the beta process. You can buy the game on Steam , and follow the development on Twitter. New in Beta 1! release cycle.
Woah, another beta build already? Well likely do one more beta release the following week, but after that we hope to be gearing up for release candidates. If you havent already, we encourage users who havent engaged with the beta releases to do so and help us catch the last few stragglers. have a look at the highlights for 4.4
We knew from the beginning that aiming for a late-February release was an ambitious timeframe, but the community has risen to the challenge and kept development right on track! As such, you can expect this to be our final beta release of the 4.4 You can buy the game on Steam , and follow the developer on Bluesky and his website.
Users are strongly encouraged to test these beta releases so this process can be as smooth and expedient as possible! You can buy the game on Steam , and follow the developer on BlueSky. beta 1 , which cover a lot of the changes. This blog post only covers the changes between beta 1 and beta 2.
beta 11 , we found a lot of regressions – as we expected! As the pace intensifies in the lead-up to the first Release Candidate, we decided to make more frequent beta snapshots for testing. when dealing with PackedArrays) which many beta 11 users experienced ( GH-71228 ). As always, a bunch of nice rendering fixes!
The beta snapshots cadence allows us to better measure the overall stability and quickly catch regressions, especially when a lot of features are worked on at the same time. This beta includes quite a few big changes which may interest a lot of users: Make AnimatedSprite’s playback API consistent with AnimationPlayer ( GH-71907 ).
We are entering the final stage of development for Godot 4.4, Developed by CaveLiquid ( Bluesky , website ), the game was just released on Steam. beta 1 blog post , so if you havent read that one, have a look to be introduced to the main new features added in the 4.4 in the previous 4.4 Especially if youre testing 4.4
beta 1 in September, and that was a big milestone on our journey to finalize our next major release – be sure to check out that blog post if you haven't yet, for an overview of some of the main highlight of Godot 4.0. Since then, we've been releasing new beta snapshots every other week, and this is now the 5th beta. What's new.
beta releases. We took a bit longer to prepare this beta as there were a number of fairly big GDScript refactoring PRs (needed to fix many bugs), which we wanted to merge all at once. As such we expect that this beta 11 might introduce some new GDScript regressions, which we'll aim to fix for beta 12 next week.
The beta snapshots cadence allows us to better measure the overall stability and quickly catch regressions, especially when a lot of features are worked on at the same time. This beta includes quite a few big changes which may interest a lot of users: Add support for Unicode identifiers in GDScript and Expression ( GH-71676 ).
Release Candidate on the horizon we continue to release beta snapshots frequently and relentlessly! This beta includes a few big changes which may interest a lot of users: Fixes to CanvasItem draw methods to better handled lines of different widths and filled rectangles ( GH-41239 , GH-71623 , GH-71679 ). With the first Godot 4.0
has been in beta for over three months , and the overall feature completeness, stability and usability have improved a lot during that time. Every supported renderer option is now selectable from the project creation screen, which means you can create OpenGL 3 ("Compatibility") projects without using the command line ( GH-70028 ).
has been in beta for over two months , and the overall feature completeness, stability and usability have improved a lot during that time. beta in general, have a look at the detailed release notes for 4.0 In this blog post, we will only cover the main changes since the previous beta release.
betas for over three months now, and we are glad to see it get more stable and usable every week. Every beta release so far has included a lot of fixes in one or more key areas, and the next major version of the engine starts to finally look complete. The game started development with Godot 3.x, Happy holidays! What's new.
has been in beta for a little over two months , and the overall feature completeness, stability and usability have improved a lot during that time. This beta 6 includes a few big changes which may interest a lot of users: GDScript cyclic reference issues begone! beta with their Scatter addon. What's new.
has been in beta for over two months , and the overall feature completeness, stability and usability have improved a lot during that time. Some big changes in this beta: Android: Enable GLES3 support ( GH-69355 ). GDScript: Loads of follow-up improvements to recent fixes in beta 5 and 6. C#: Tons of improvements! What's new.
Spider Web of Narratives Developing a game with a complex narrative structure, multiple endings, and randomized events can be a daunting task. His experience in those fields really helped him in his game development career. Behind the scenes screenshot of the 3D environment rendered in voxels.
Release Candidate on the horizon we continue to release beta snapshots frequently and relentlessly! This beta includes a few big changes which may interest a lot of users: SkeletonModificationStack3D has been removed, with the 3D inverse kinematic API being more or less reset to the state of Godot 3.x. With the first Godot 4.0
beta 11 , we found a lot of regressions – as we expected! As the pace intensifies in the lead-up to the first Release Candidate, we decided to make more frequent beta snapshots for testing. when dealing with PackedArrays) which many beta 11 users experienced ( GH-71228 ). As always, a bunch of nice rendering fixes!
beta releases. We took a bit longer to prepare this beta as there were a number of fairly big GDScript refactoring PRs (needed to fix many bugs), which we wanted to merge all at once. As such we expect that this beta 11 might introduce some new GDScript regressions, which we’ll aim to fix for beta 12 next week.
has been in beta for over three months , and the overall feature completeness, stability and usability have improved a lot during that time. Every supported renderer option is now selectable from the project creation screen, which means you can create OpenGL 3 (“Compatibility”) projects without using the command line ( GH-70028 ).
betas for over three months now, and we are glad to see it get more stable and usable every week. Every beta release so far has included a lot of fixes in one or more key areas, and the next major version of the engine starts to finally look complete. The game started development with Godot 3.x, Happy holidays! What’s new.
Developed by chx games, the game was just released on Steam. beta 1 blog post , so if you havent read that one, have a look to be introduced to the main new features added in the 4.4 Export: Fix cross-platform configuration of rendering driver settings (narrower approach) ( GH-103197 ). in the previous 4.4 Donate now
Developed by James Dornan, the game was released on Steam in January 2025. beta 1 blog post , so if you havent read that one, have a look to be introduced to the main new features added in the 4.4 Rendering: Shaders: Only convert default value to linear color if type hint is source_color ( GH-103201 ). in the previous 4.4
Last year we announced that we were planning on creating an OpenGL-based renderer to complement the current Vulkan-based renderers. with an OpenGL-based renderer; it just won't be feature complete. As a reminder, an OpenGL-based renderer is still crucial so we can support older platforms, and Web export. ReflectionProbes.
Last year we announced that we were planning on creating an OpenGL-based renderer to complement the current Vulkan-based renderers. with an OpenGL-based renderer; it just won’t be feature complete. As a reminder, an OpenGL-based renderer is still crucial so we can support older platforms, and Web export. ReflectionProbes.
Looking for a Real Unreal Game Development Company? UE5’s features and functionality have further expanded to include experimental new features for rendering, animation and simulation. The potential for building epic games on Unreal by game app developers and creators across industries has increased. Is it well-defined?
beta 1 one month ago! But the “1” in beta 1 means that it’s only the first step of the journey, and like for the alpha phase, we’re going to release new beta snapshots roughly every other week. We’re now at beta 3, making good progress on fixing the issues that testers are reporting. Lots of rendering changes.
beta 1 one month ago! But the "1" in beta 1 means that it's only the first step of the journey, and like for the alpha phase, we're going to release new beta snapshots roughly every other week. We're now at beta 3, making good progress on fixing the issues that testers are reporting. Lots of rendering changes.
beta 1 two weeks ago! But the "1" in beta 1 means that it's only the first step of the journey, and like for the alpha phase, we're going to release new beta snapshots roughly every other week. So here's beta 2! This beta 2 is not only bugfixes though! We released Godot 4.0 Jump to the Downloads section.
beta 1 in September, and that was a big milestone on our journey to finalize our next major release – be sure to check out that blog post if you haven't yet, for an overview of some of the main highlight of Godot 4.0. We're now at beta 4, slightly delayed as I was on holiday, but all the more interesting to try out. What's new.
With this beta 6 build, there are several recently merged changes that will require heavy testing to be stabilized before 3.2.4-stable: New dynamic BVH for rendering and the GodotPhysics backends, which should fix some issues and improve performance significantly in games using a high number of dynamic objects. Highlights.
While development keeps going at full speed towards Godot 4.0 (see see recent devblogs on GDScript typed instructions , Complex Text Layout , Tiles editor , documentation , and 2D rendering improvements !), This new beta 4 adds a new round of bugfixes and enhancements over the previous dev snapshots, as well as some nice new features.
While development keeps going at full speed towards Godot 4.0 (see This new beta 5 comes with 4 weeks' worth of bugfixes and enhancements over the previous dev snapshots, as well as some nice new features. You can try it live with the online version of the Godot editor updated for this beta. see recent devblogs on glTF 2.0
While development keeps going at full speed towards Godot 4.0 (see This new beta 3 build comes shortly after last week's beta 2 to fix some of the regressions and bugs reported against that release. This update also re-adds UWP templates which we missing in beta 1 and beta 2 due to a temporary buildsystem issue.
Again close to two weeks since beta 2 , time runs fast! With beta 2, we upgraded Mono to version 6.6.0 The Mono build for beta 2 did not run properly on Windows, and we are still hard at work trying to solve that together with upstream. beta 1 , or wait for 3.2 beta 4 which should have fixed Mono 6.x x binaries.
While development keeps going at full speed towards Godot 4.0 (see Adding to the first beta version from last month ago, we now have even more great features coming in 3.2.4: And there's even more in the works that will be included in future beta builds. Rendering: Disable lights for objects with baked lighting ( GH-41629 ).
beta 2 should be worth the wait! This is a big update with close to 350 commits from 82 contributors since the previous beta! This is a big update with close to 350 commits from 82 contributors since the previous beta! and included in this beta are: Asynchronous shader compilation + caching (ubershader) ( GH-53411 ).
which is having weekly beta releases (currently beta 8 , beta 9 likely tomorrow). Some of us are also doing significant work to prepare a first beta release of Godot 3.6, Rendering: Add options for sorting transparent objects ( GH-63040 ). Rendering: Fix GLES 2 SpotLight bug with shadow filter mode ( GH-69826 ).
merge window but have been further developed and backported since. We already had two betas , and here's the next round with Godot 3.2.2 2D batching for the GLES2 renderer , thanks to lawnjelly and Clay ( clayjohn ). 2D batching for the GLES2 renderer , thanks to lawnjelly and Clay ( clayjohn ). Notably, Godot 3.2.2
This first beta build already includes a number of them which have been worked on by core contributors, with notable mentions to: Android App Bundle and subview embedding support. And this is just a first beta, there's more in the works that will be included in future beta builds. Now that we're confident that 3.2.3 zstd 1.4.5).
stable release with a third beta snapshot! beta builds every other week to ensure that new features can be tested, bugs can be reported and bugfixes can be validated. This is a big update with close to 350 commits from 82 contributors since the previous beta! Rendering: Add material_overlay property to MeshInstance ( GH-50823 ).
So we're starting the beta testing phase with this already significant set of changes, and we'll have frequent beta builds to polish them for the stable release. Some more features are still being worked on and will be included in future beta builds. Rendering: Add material_overlay property to MeshInstance ( GH-50823 ).
development branch (see our release policy for details on the various Godot versions). We had a beta 2 build ten days ago , and a number of issues have since been found and fixed, so it's time for Godot 3.4 If you already reviewed the changelog for the previous beta, you can skip right to the differences between beta 2 and beta 3.
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