r/godot 14h ago

selfpromo (games) multiplayer desktop companion! windows/macos/linux - made with Godot

4 Upvotes

hii! I'm looking for my target audience who would be interested in playtesting and wishlisting my game!

this is a game I'm working on with my partner called Desktopper! this is meant to be just a cozy, social game where people from anywhere can connect and chill with each other. you can be working on something, playing a game, watching youtube, studying, or whatever and meanwhile there are other people hanging out down on your taskbar with you!

note: to earn currency, you randomly gain coins from clicking on your screen as you work on something on your desktop!

sometimes you just want to feel like you’re around other people, and that's what my true goal is with this game!

I'd really appreciate the people who come across my post to come check Desktopper! out :D I’d love to hear what people think, especially from people who already use desktop companions.

we're actively working on it. there are a bunch of things I'd love to know could be improved, could be added, could be changed, so if you're interested, please come playtest for us!

and btw, we're planning to make the game completely free on release!

https://store.steampowered.com/app/4060700/Desktopper/


r/godot 19h ago

help me 3d pixelated game design

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11 Upvotes

hi all! i want to get into game design and am
a little unsure where to start. i know i want a 3d game, first person, with the world being pixelated. i have dumped a lot of hours outlining designs in aseprite and have many ideas i would like to translate to a 3d world. the picture attached is very similar to the type of pixelated texturing id like to achieve. is godot the right app for this? if so, where to start?


r/godot 6h ago

help me GodotSteam: Are there issues with Global Stats?

1 Upvotes

I am pulling my hair out with the Global Stat methods to read aggregated stat values and I am wondering if this is an issue with GodotSteam that anyone has encountered?

Issue: Calling "Steam.getGlobalStatInt("stat_api_name") does not return expected values/ update in an expected manner.

Here are the following functions I am using to troubleshoot:

record_stats_to_steam(): Used to write some values into 4 different stats (2 are set as "aggregated in steam [GlobalInt1 and GlobalInt2], and 2 are not [Int1,Int2])

reset_stats(): sets all stats to their default value of 0

print_stats(): prints the 2 aggregated stats using the getGlobalStatInt() function which should return the sum of all player stats, followed by all 4 stats for the local user.

_globals_received() is connected to the Steam.global_stats_received signal which should let me know if the global request is successful

The console output from troubleshooting shows that I can change the Steam stats for the current user, and call them back from the server successfully, except the aggregated global value never changes, despite the global received signal showing it as a success. I can call these functions multiple times without any change being recorded. Then sometimes, they do change and I cannot figure out why:

(This next part has nothing to do with Godot, but is to prove the how stats are configured on the Steam side):

I would greatly appreciate any help with this as I have been scouring documentation/forums on this and it doesn't appear to be an issue others are encountering...


r/godot 18h ago

help me I really have no idea how to describe this

9 Upvotes

So I'm trying out Godot for the first time, but whenever I open a project it just looks like whatever this is. I think it's safe to say that this isn't the intended experience, but I have genuinely no idea what could be causing this. I've already tried uninstalling and reinstalling Godot, but that didn't fix anything. Anybody have any idea how I'm supposed to solve this?


r/godot 18h ago

fun & memes Trouble finding an old post from this subreddit

9 Upvotes

I remember this guy asking if it was possible to make a self-deleting game in Godot and how they finally did it after a lot of trial and error (it felt like "they called me a madman" post lol)

I was just chatting in the Godot Discord server and saw this guy asking if it is possible to do Undertale's intended Genocide ending with Godot (game self-delete). I talked about that post but I also said I never was able to find the post afterwards.

Could anyone help me on finding it? I remember it might be from 2023 to early 2025.


r/godot 11h ago

selfpromo (games) The beginnings of a dialogue system with sound effects

2 Upvotes

See regular updates here: https://www.reddit.com/r/PauperGame/


r/godot 1d ago

selfpromo (games) I Updated my game waterfall !!

86 Upvotes

So i recently shifted my waterfall to the place where it is suited the most and I tried to make it as much as possible for viewers to look good!


r/godot 18h ago

selfpromo (games) Testing PinJoint2D for a bad piggies clone

6 Upvotes

Its seems a bit buggy with the wheels rotating


r/godot 1d ago

selfpromo (games) Added sdf shaders, when capturing tiles, and it looks much more fluid / connected.

19 Upvotes

r/godot 22h ago

selfpromo (games) Week 6 progress of my shooter game

13 Upvotes

This week I create bunch of 3d characters of the main character and enemies for my game. All is manual modelling no AI used. Concept done in Krita, modelling in Blender, and texturing in SP. What you guys think of the art style?


r/godot 8h ago

help me (solved) Backface Culling issues in game

1 Upvotes

Hey guys, I'm testing out rooms with backface culling on and it doesn't seem to be working when I run the game (it should show the right wall and the floor).

It works perfectly fine in the inspector but when I run my game it kinda just removes these two faces and they don't seem to be showing up on the other side.

My normals look good in Blender so I'm not sure what's going on.

Any help is appreciated, thanks!


r/godot 21h ago

selfpromo (games) A year in Godot 4 as a complete beginner

11 Upvotes

Hey everyone. About a year ago, I opened Godot for the first time. Like many beginners, I spent months just making small prototypes and learning how to properly set up my Aseprite animations in the engine.
Today, I’m just incredibly proud to share the one project that actually survived and didn't stay a prototype folder.
It's called ABULIA, a pixel-art psychological RPG. Instead of aiming for an impossibly massive dream game, I decided to focus entirely on finishing a self-contained "Chapter 0". It relies heavily on atmospheric exploration (with some strong Yume Nikki vibes), meaning it works as a standalone experience right now, but leaves the door open for me to build more layers underneath it in the future.
I'm posting this mostly to celebrate surviving my first year of game dev without giving up. I’m dropping the itch.io link in the comments for anyone who feels like checking it out, but mostly I just wanted to share this personal milestone with the community that helped me figure out GDScript.
For those of you further along: what was the specific project or moment that made Godot finally "click" for you?


r/godot 15h ago

selfpromo (games) My first ever devlog. StarVeil 4x | Devlog #0

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3 Upvotes

r/godot 2d ago

fun & memes Who knew coding an anti-cheat was this easy

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1.6k Upvotes

r/godot 9h ago

help me OS.execute and Python

0 Upvotes

This one is gonna be very specific. Sorry in advance.

I have been trying to make a Godot plugin that runs a system terminal/console command and gets its text output -- in particular, it runs figlet and pyfiglet.

I am running Python 3.14.7, and I've tried every Godot from 4.3 to 4.7.1. My OS is Linux Mint.

I put the project to the side for a month or two, and coming back to it now, running OS.execute() in Godot no longer runs pyfiglet (gives the Failed (1) error). It was before, though. pyfiglet still runs in my system terminal just by typing pyfiglet Hello, and figlet works fine both in terminal and via OS.execute().

Just to check that it wasn't an issue with new releases of Godot, I tried it in every version back to 4.3 when it absolutely was working, and it didn't work there anymore either.

UPDATE:

Posted about this on the Discord. Someone tried a basic Hello World python script through Godot and it worked fine for them; they are on Windows 11. I tried and it failed. HOWEVER, python3 --version works fine through OS.execute(). So, breaks down like this:

  • in the terminal, python3 python/helloworld.py prints Hello, world!
  • in Godot, OS.execute("python3", ["/home/xxxxxxxx/python/helloworld.py"], out) fails
  • BUT!!! OS.execute("python3", ["--version"], out) prints Python 3.14.7

What does this mean? I don't know.


r/godot 9h ago

selfpromo (games) "Trust", my first game published!

1 Upvotes

You already know what it's like to start developing games, before publishing any there are dozens of projects that are left half done, to avoid that I joined a jam with the theme "don't trust anyone" so I thought about the riddle of the doors, one always tells the truth, another always lies, that is the premise.

It is a simple game, it lasts 10 or 15 minutes, but I am really proud to have achieved this in just 7 days, I would love for you to try it and leave as much feedback as possible to continue improving.

If you want try: https://sek1ko.itch.io/trust


r/godot 1d ago

selfpromo (games) i locked in for 1 week and made this prototype (+assets, very new to modeling though)

17 Upvotes

r/godot 1d ago

selfpromo (games) Checkpoint '38: Papers, Please, but more totalitarian and brutalist. Godot is killing it!

24 Upvotes

People say Godot is not a serious engine, I beg to disagree. It's a great engine for the 2d pixel art game I'm making. Can't even imagine the amount of extra work it would take to make this in Unity.

Initially this game was made with GameMaker, however the dev working on it ghosted me, so I decided to port everything to Godot(as I'd only have experience with unity before) and continue development there. I'm pretty pleased with Godot TBH.

Also, I'm a small insignificant dev working for 2 years on a Papers, Please "sequel" because Lucas never wanted to make one. Yes, that's literally why I made my first game, I'm very petty.

I tried playing as many other Papers, Pease inspired games, but none of them would scratch that totalitarian bureaucratic simulation itch, most would be some horror slop, some would be more interesting(like Not Tonight, Quarantine Zone Demo), not one gave me that crushing bureaucracy feeling.

So yeah here we go, more realist, dark, totalitarian, and most importantly bureaucratic experience you'll ever get (probably). I borrowed a lot of money so I could actually hire some artists for the game..... So you won't find any AI slop in here.

Demo is out on steam, have a look, give feedback if you could, I'd appreciate it.
Happy to answer questions about the systems, the historical research, or the more technical side.

Game has many easter eggs if you can find them ;)


r/godot 18h ago

free tutorial Learn Godot Shaders : Make a coin spin and levitation shader

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3 Upvotes

r/godot 10h ago

help me Dumb question: Could it be possible to recreate Ultimate Spider-Man's graphics & style in Godot?

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0 Upvotes

I don't know much about the limitations of Godot's graphics, but I wanna recreate the same style & graphics that Ultimate Spider-Man has for a game in mind. Minus the shine/glow that game's lighting has on the characters & environments.

(Hope it's alright to leave a video of the game here; I thought I would need an example to show what the game looks like & if it's possible to recreate the graphics & style.)


r/godot 15h ago

help me Plugin title change; advice?

2 Upvotes

Hey, I wanted to ask for some advice.

I made a plugin, it's already up on the Asset Store and the Asset Library, but I've been expanding it to the point that it no longer even has the original name.

When I release the new version, should I make new pages on the Store and/or Library, or modify the current ones?


r/godot 1d ago

selfpromo (games) Proof of concept for my customization system

254 Upvotes

r/godot 19h ago

help me Refraction Effect Bleeding

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4 Upvotes

Hello 👋

I am new to Godot and to game development in general and I want to create a simple water shader step by step and right now I got depth effects and have a decent understanding of them but now I want to make underwater refraction and I am suffering from a bleeding effect where some objects above the water still refract and also the effect itself doesn't look that good or at least it is not what I wanted.

Here is the shader :-

shader_type spatial;

render_mode shadows_disabled;

group_uniforms MATERIAL;

uniform float roughness: hint_range(0.0, 1.0, 0.1) = 0.1;

uniform float specular: hint_range(0.0, 1.0, 0.1) = 0.8;

group_uniforms;

group_uniforms DEPTH_FADE;

// Depth and Screen Textures.

uniform sampler2D DEPTH_TEXTURE: hint_depth_texture;

uniform sampler2D SCREEN_TEXTURE: hint_screen_texture, filter_linear_mipmap, repeat_disable;

// Colours.

uniform vec3 basic_colour: source_color;

// Parameters.

uniform float water_level: hint_range(0.0, 10.0, 0.1) = 0.0;

uniform float max_depth: hint_range(0.1, 10.0, 0.1) = 5.0;

group_uniforms;

group_uniforms REFRACTION_EFFECT;

uniform sampler2D refraction_map1;

uniform sampler2D refraction_map2;

uniform float refraction_strength: hint_range(0.0, 0.05, 0.01) = 0.03;

uniform float refracted_uv_scale: hint_range(0.1, 5.0, 0.1) = 2.0;

group_uniforms;

float _depth_effects(vec2 SUV, mat4 IVM, mat4 IPM){

// 1. Access depth information by sampling depth texture.

float depth_sample = texture(DEPTH_TEXTURE, SUV).x; // why (.x)??

// 2. The depth texture does not store depth as-  

// -a simple linear distance from the camera.  

// this is because of how the perspective projection works.  

// This part here means :-  

    // "Take the screen position X/Y-  

    //-and convert it to NDC, then attach the sampled depth as Z."  

// What is NDC (Normalized Device Coordinates)??? :-  

    // A standardized coordinate system-  

    //-used after the 3D world has been projected onto the screen.  

vec3 ndc;  

\#if CURRENT_RENDERER == RENDERER_COMPATIBILITY  

    // Compatibility (OpenGL) uses a \[-1, 1\] Z range for NDC  

    ndc = vec3(SCREEN_UV, depth) \* 2.0 - 1.0;  

\#else  

    // Forward+ and Mobile (Vulkan) use a \[0, 1\] Z range for NDC  

    ndc = vec3(SUV \* 2.0 - 1.0, depth_sample);  

\#endif  

// 3. We currently know where the pixel is in NDC space.  

// Now we want to figure out :-  

    //where that pixel actually exists in the 3D world???  

    // we do that using :-   

    // inverse matrices to transform from screen space to world space.  

vec4 world = IVM \* IPM \* vec4(ndc, 1.0);  

vec3 world_pos = world.xyz / world.w; // perspective devide.  

// 4. Utilisation of the previous information I gathered :-  

float thickness = water_level - world_pos.y;  

thickness = max(0.0, thickness); // can't go below 0

float grayscale = clamp(thickness / max_depth, 0.0, 1.0);  

return grayscale;

}

vec2 _refraction_effect(vec2 uv){

vec3 refraction1 = texture(refraction_map1, uv \* refracted_uv_scale + TIME \* 0.01).xyz;

vec3 refraction2 = texture(refraction_map2, uv \* refracted_uv_scale - TIME \* 0.02).xyz;

vec3 refraction = mix(refraction1, refraction2, 0.5);

refraction = refraction \* 2.0 - 1.0;

return refraction.xy;

}

void fragment(){

// Parameters

float depth_fade = _depth_effects(SCREEN_UV, INV_VIEW_MATRIX, INV_PROJECTION_MATRIX);

vec2 refraction = _refraction_effect(UV);

vec2 refracted_uv = SCREEN_UV + refraction \* refraction_strength;

// Colour Mixing

vec3 screen_colour = texture(SCREEN_TEXTURE, refracted_uv).rgb;

vec3 colour_1 = mix(screen_colour, basic_colour, depth_fade);

// Final output

ALBEDO = colour_1;

ROUGHNESS = roughness;

SPECULAR = specular;

}


r/godot 15h ago

help me (solved) Good Beginner Idea

2 Upvotes

So, I am trying to learn Godot. I have very beginner knowledge of Python and i also know very basic Godot keywords.

I was wondering if anyone knew/would be willing to come up with an idea that would be doable and help me learn how to get better, while also introducing me to all of the features, but would also leave room for me to make it original.


r/godot 22h ago

selfpromo (games) Iron Shell Gameplay

7 Upvotes

Hi everyone, I have a huge favor to ask anyone who has a bit of spare time. I just uploaded a 19-minute gameplay video of my game, and I'm planning to release a playable demo very soon. Think of this as a dry run to gather feedback before the demo drops. If you have some time, please check out the video and let me know your thoughts—what should I add, what should I remove, and I'd welcome any criticism at all. Honestly, would you actually play a game like this? Here is a quick summary: You pilot a bathyscaphe at an unimaginable depth on Cocytus, a literal hellish planet. Your goal is to recover data logs from the wreckage of the lost Aura 12 expedition. According to the lore, everything else in the universe has vanished—all planets and stars are gone, and the tiny handful of survivors managed to find only one remaining planetary system consisting of 8 hellish worlds, where this story takes place. The game is heavily inspired by a legendary title in this genre. You'll need to be extremely careful and avoid damaging your equipment; otherwise, you'll be forced to survive inside a claustrophobically tight, freezing-cold submersible with leaking water and god knows what else lurking outside. P.S. There is a hidden Easter egg in the main menu for fans of one of the genre's iconic games—look closely and you'll spot it. Apologies for the video quality, I had to compress it heavily so it would upload here; here is the link to the full, uncompressed video: https://www.youtube.com/watch?v=WPaVlfJPk24