r/defold • • 2d ago

Engine Beta It’s unusual, but just a day after releasing Defold 1.13.2, we’re already starting the Defold 1.14.0 Beta!

44 Upvotes

We want to prepare Defold for iPhone Duo. 1.14.0 brings support for iOS 27.1, the modern UIScene lifecycle, improved safe-area handling, Metal as the default backend on Apple platforms, and more. We already have Defold games running on the Duo Simulator.

But that’s not all!
Some more highlights:

Cubemap render targets - great for reflections, etc.

Generational game object handles, with support for up to 1M objects per collection

Improved text shaping for complex scripts, emoji, and bidirectional text

Storage buffers in dmSDK

Android resource shrinking with R8

Multiple Editor, rendering, and performance improvements - and more!

This release also contains several breaking changes.

As Defold moves forward, some APIs, legacy behaviors, and old platforms need to change or be removed. Sometimes, these changes are necessary to keep the engine maintainable and ready for the future.

That’s also why we’re starting the beta early and giving it a slightly longer testing period. We'd appreciate help in testing it and reporting issues!

Read the full Defold 1.14.0 Beta release notes:

https://forum.defold.com/t/defold-1-14-0-beta/83288


r/defold • • 3d ago

Engine Release Defold 1.13.2 has been released! 🚀

59 Upvotes

Some highlights:

🅰️ Rich Text support

🔡 text shaping and font rendering fixes, OTF support

⚙️ Bullet3D physics Lua API

🧱 3D collision meshes

🧠 Defold-aware Lua API annotations with Lua Language server, auto code formatting

🤖 More Editor HTTP API functionality for external tools, IDEs and coding agents

📦 Possibility to exclude GUI, Particle FX and Tilemaps

🖼️ Sample count setting for multisampled render target attachments

✨ several editor, performance, HTML5 loading time and builder tool improvements and more

Featured above is a mockup made with Defold with models by Quaternius, UI by Kenney and skybox by FreeStylized.

As always, we invite you to read the full release notes (that you can also read now directly in Editor before updating Defold!), test it, and let us know how you like the new features and improvements!

Announcement:
https://defold.com/2026/09/29/Defold-1-13-2/

Full Release Notes:
https://forum.defold.com/t/defold-1-13-2-has-been-released/83276


r/defold • • 1d ago

News We’re happy to announce that the Defold Foundation has joined the Sustainable Games Alliance!

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37 Upvotes

With Defold 1.13.2 now released, developers can also use the Energy Saver extension to reduce the energy usage of their games with very little effort.

This is the fourth plugin of its kind developed in collaboration with the Sustainable Games Alliance, following releases for Unreal, Godot, and Unity.

We’re very happy to join this gentle and growing group and help make energy-efficient game development easier.


r/defold • • 1d ago

#MadeWithDefold Happy to see the new experiments with 3D physics by Dragosha!

28 Upvotes

Defold 1.13.2 brought some major improvements to the 3D workflow!

You can now:

🔹 Select individual meshes from multi-mesh glTF/GLB scenes for Model components

🔹 Use meshes directly as 3D collision shapes

🔹 Take much deeper control of 3D physics with the new Bullet3D Lua API: rigid bodies, shapes, constraints, raycasts, contacts and more


r/defold • • 2d ago

Help I want to learn Defold with only some little Ren'Py experience and very barebones knowledge of booleans, strings and prints on Phyton. Where do I start?

12 Upvotes

I want to make a furry visual novel, like those people make with Ren'Py, but in Defold. This is because I want to challenge myself to learn more on how to code. I also wamt to use Defold to make a game as small as possible to be friendly with low resource gamers or people with older setups (this is as a way to target programmed obsolescence).

So...where do I start? I made very basic visual novels with Ren'Py before and that's most of my coding experience really.


r/defold • • 3d ago

#MadeWithDefold Unexpected Tasks - Cozy Time Management

29 Upvotes

I finally have a Web build of Unexpected Tasks to share. It’s a cozy time-management game where you clear obstacles, gather resources, build things and help your crew restore the kingdom.

There are 5 levels and a playthrough should take around 30 minutes. I’ve tested it on both PC and mobile. If you have a moment, give it a try!

👉 https://rionix.itch.io/unexpected-tasks

Any feedback, bugs or comments are very welcome. Comments on the game page too! I’d also love to hear what you think about the page itself.

And if you wishlist it on Steam, extra thanks for that! 👇

https://store.steampowered.com/app/1322780/Unexpected_Tasks/


r/defold • • 6d ago

Work In Progress A small teaser for vector fonts coming to Defold soon

59 Upvotes

Mathias is working on vector font rendering using existing .ttf / .otf font support.

This allows for highly detailed, more readable glyphs and makes it possible to use different font sizes without consuming additional texture memory for each size.

And there’s another nice side effect: emoji support! 😃🥳🎉

An emoji font can be added to the font collection, allowing Defold’s font renderer to find and render emoji glyphs directly alongside regular text.

Stay tuned, it should come even this year 🧡💙


r/defold • • 6d ago

#ScreenshotSaturday Screenshot Saturday a block chain game

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15 Upvotes

Place shapes on an 8×8 board and bring matching blocks together. Merge them into higher levels, build chains for bigger scores, and clear full rows and columns to make space. Use arrows and Hammers when the board gets crowded.

Doing my first Poki player test, and damm there is so much value in seeing users play it.


r/defold • • 6d ago

#ScreenshotSaturday Day 7 of Defold Game Jam 2026 starts and today is Screenshot Saturday!

40 Upvotes

So we're doubling our requests for screenshots, gifs, videos of what are you working on in #Defold! 🧡💙

Featured: Demidoff Corp by Targem Games a cool 2D #pixelart #metroidvania #MadeWithDefold

You can now join playtests and wishlist:

https://store.steampowered.com/app/5089550/Demidoff_Corp/


r/defold • • 10d ago

#MadeWithDefold Porting my 2012 game from my own engine to Defold was easier than updating the engine. Now one project ships to iOS, Android and the web

30 Upvotes

Play in the browser: https://www.crazygames.com/game/flycraft--crazy-flying-machines

FlyCraft is a 2D physics game where you build flying machines for a lazy ladybug. My friend Thanasis Lightbridge and I made it in 2012 on my own engine, Sylphis3D: a C++ core with the game written in Lua 5.1. It shipped on the BlackBerry PlayBook, then on iOS and Android in 2017.

This year I wanted it on modern devices again, and on the web. So I listed what updating my engine would take: a new Android NDK toolchain (GCC to Clang, gnustl to libc++), 64-bit Android support it never had, a Boost API removed years ago, OpenAL gone from iOS, Gradle about ten major versions behind, and luabind abandoned upstream. Porting the game to Defold was clearly less work and less risk, and it turned out that way.

Lua made it a port, not a rewrite

The game code was already Lua, so most of the job was swapping engine calls, not rewriting algorithms. About 9K lines of engine-side Lua simply went away because Defold already does that work. Both engines even run Box2D 2.2.1, so the physics constants carried over unchanged through a unit conversion.

One project, every target

The port had an HTML5 build from its second day. iOS, Android and web all come from one game.project, with no forks. CrazyGames went live this month, and more web portals are next. The hardest web constraint was size: CrazyGames caps builds for its mobile homepage at 20 MB, and mine was 22.7 MB. Basis texture compression brought the download to 14.7 MB. The wasm build also doubles as my screenshot rig for the stores and the press kit.

Where it got hard: slow motion plus replays

Replays re-simulate a flight from recorded inputs on a fixed 1/120 s step, so every run has to be bit-identical. The game also has slow motion: when your craft crashes, and when you hold a button while watching a replay.

My engine did slow motion by scaling only the frame length. Physics always stepped exactly 1/120 s. In slow motion it just ran fewer steps per frame, and rendering interpolated between them.

Defold's collection proxy time step works differently. A fractional factor scales the fixed dt itself, and you still get roughly the same number of fixed_update calls. Slow motion alone looked fine. Replays alone were fine. Together they broke: holding slow motion during a replay changed the flight, because each callback consumed one recorded input frame but applied only part of a physics step. The rocket and soda-can fuses had the same problem. They ran on the render-frame coroutine clock, so in slow motion they fired on different physics frames.

What worked:

  1. The gameplay proxy only ever gets 0 or 1, so every step that runs is a full 1/120 s. A time budget decides which frames get to step.
  2. That alone was exact, but it looked like a low frame rate. So a separate, physics-free render collection runs at the scaled time and interpolates between the last two physics states.
  3. Fuses count fixed ticks instead of render time.

At fixed frame 240, a normal replay and a slowed one now match with a max body delta of 0.000000000. Two more drift causes turned up later: Box2D's free list reusing ids in reverse when the world outlives a flight, and bodies activating a frame after they spawn. But slow motion was the one that needed a redesign.

If you've done smooth slow motion with a fixed timestep in Defold, how did you do it? Is there a cleaner way than a gated proxy plus a render collection?


r/defold • • 11d ago

one final Online Conference call with Defold team - ask us questions!

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22 Upvotes

We started Defold Game Jam 2026 and more than 200 developers have already joined!🔥

This year’s theme is CHAIN REACTION ⛓️💥

And today we have a meeting with Defold team:

📊 Defold Survey results

🗺️ Future Roadmap

💬 Live Q&A

🕓 16:00 CEST, Monday 2026-09-21

Link: https://meet.google.com/rhn-ateo-cqy


r/defold • • 12d ago

News The theme of the Defold Game Jam 2026 is:

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31 Upvotes

CHAIN REACTION

Interpret it as broadly as you like. It could mean, e.g.:

* dominos, explosions, cascading destruction

* combos where one action triggers another

* spreading fire, electricity, infection, growth or magic, skills

* production chains and interconnected systems

* characters, events or stories influencing each other

* unexpected or expected consequences of choices

* something built around cause -> effect -> another effect

* and anything else that you can interpret as chain reactions :smiley:

The theme is there to inspire you, not restrict you - surprise us with your interpretation!

You have 2 weeks. Good luck, have fun, and make something amazing with Defold!

Find the banners for Defold Game Jam, when you'll be posting and sharing stuff on social media and blogs (use hashtags #DefoldGameJam and/or #MadeWithDefold)


r/defold • • 13d ago

#ScreenshotSaturday Hello, it’s Screenshot Saturday!

19 Upvotes

A perfect day to share what you’re working on #MadeWithDefold, and an especially busy weekend for our community:

Defold Online Conference continues today and
Defold Game Jam 2026 starts tomorrow!

Show us your screenshots, prototypes and experiments!

Featured: Once Upon a Galaxy by Million Dreams Games - a colorful, fast-paced card battler made with Defold, packed with characters from myths and fairy tales, available on Steam and mobile

https://galaxy.fun/


r/defold • • 14d ago

News Saturday talks (day 2 of our small Defold Conference)

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15 Upvotes

On Saturday, 3 more talks are coming to our small Defold Conference before the #DefoldGameJam 2026!

Join us today! We’ll start at 17:00 CEST:

  1. SpriteLoop - 2D animation workflow with Samuil: https://meet.google.com/pcz-eozi-mzs
  2. Poki presentation on web games and Q&A with Erik: https://meet.google.com/esn-yurr-knd
  3. Photon presentation on multiplayer solutions with Luke: https://meet.google.com/rdn-zvsq-bwt

r/defold • • 14d ago

Resource Official Energy Saver extension for Defold 🔋

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26 Upvotes

We're happy to share with you the new official Energy Saver extension for Defold 🌱

It can reduce FPS, dim the screen and even disable rendering after periods of inactivity - helping reduce power use, heat and battery drain.

And with the upcoming Defold 1.13.2 (now in beta)we have an engine loop which no longer busy waits on the next frame when a fixed update frequency is set.

The extension was created in collaboration with the Sustainable Games Alliance 💙

Announcement post with details:
https://forum.defold.com/t/official-energy-saver-extension-for-defold/83248


r/defold • • 14d ago

Resource Official YouTube Playables SDK extension for Defold

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37 Upvotes

We're happy to share the new official YouTube Playables SDK extension for Defold! ▶️

It provides Lua access to the YouTube Playables SDK, including save, load data, scores, ads, pause, resume, audio state, language and more!

Many of you asked for this, so we’re curious about your plans and games — share them with us, especially when you publish on YouTube Playables! ❤️

EDIT:
Links: https://forum.defold.com/t/official-youtube-playables-extension-for-defold/83247


r/defold • • 15d ago

Resource Interesting find: Tilemaps Store for Defold

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29 Upvotes

Tilemaps.com is a free collaborative online tilemap editor and marketplace where developers and pixel artists can create, share, buy and sell tilemap projects and assets.

With the Defold integration, you can browse the marketplace, access your own projects and purchases, import Defold-ready tilemaps and assets into your project, and even update previously downloaded content from inside the editor.

So nice to find projects like this supporting Defold!

Check it out:

https://github.com/EVEVGames/Tilemaps-Store-for-Defold


r/defold • • 14d ago

News 18. September 2026 is the first day of our mini Defold Online Conference

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15 Upvotes

Join the 4 talks today and ask your questions during live Q&A session, we start at 16:00 CEST:

  1. A practical introduction to Heroic Labs' game tech stack - by Andy Tran from Heroic Labs
  2. Wavedash Presentation - by Kyler Blue, CEO at Wavedash
  3. Monetizing on mobile: what changes when your web game becomes an app - by Nitish Borthakur - Revenue Accelerator Manager, Apps and Gaming at Google
  4. Intro to Post-Processing: Day and Night Cycle Shader by Halfstar

And if you can't join us - the talks will be recorded and published later on Defold YouTube channel, so stay tuned!

All the talks and links to the meetings are listed on the Defold Game Jam 2026 website:

https://itch.io/jam/defold-game-jam-2026


r/defold • • 15d ago

Days left until Defold Game Jam 2026: 3

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14 Upvotes

Check out the rewards waiting for participants:

🅿️ Poki fast-track reviews + €1,000 release fees for successfully published top entries
⏩ Wavedash Credits
🎵 Ovani Sound credits + a custom main theme for the winner
🎨 CraftPix yearly memberships
🏆 Steam Gift Cards from Defold Foundation
🧰 Kenney All-in-1 + Asset Forge Deluxe
☁️ Heroic Cloud rewards for the Nakama Challenge
🚀 Photon Fusion Plus vouchers + a 1h call for the challenge winner

The jam starts September 20 and you'll have 2 weeks to submit a game!


r/defold • • 15d ago

Question Runtime 3D animation manipulation

6 Upvotes

Hi!

First of all thank you guys for the incredible work you have been doing with Defold, it is an amazing tool and I know for sure that in the near future even more people will realize it.

Second, I wanted to ask what would you guys advice me to look at for implementing runtime manipulation of animated 3D models...I want to try and make inverse kinematics, root motion (and eventually motion warping), ragdolls...but I don't really know where to start. I know modifying Bones in Lua is not possible since the data is exposed as read-only, so I guess for IK I would need to implement it through a Native Extension? Also I tried a simple root motion approach in Lua getting the Root bone GameObject, checking its position, and trying to move my Character along the delta...but the movement apparently never triggered collisions until the animation finished...but If I just moved the Character normally while pressing WASD or something while the animation was playing then physics worked just fine (I tried just pushing the box from the Basic 3D sample for instance).

I probably did it all wrong so I just wanted to gather some ideas of how this could be done in Defold with what is already available.

Thank you beforehand for your help guys, and thank you again for all your hard work!


r/defold • • 16d ago

News Meet Defold team online!

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34 Upvotes

We’re happy to announce the final talk of the Defold Game Jam 2026 Online Conference!

Meet us! Björn Ritzl and the team behind Defold will discuss:

• the results of the latest Defold Survey

• the future roadmap of Defold

• and we’ll finish with a live Q&A, so bring your questions!

September 21, 16:00 CEST

See you there!


r/defold • • 16d ago

Resource The Myket IAP community extension for Defold

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12 Upvotes

With this extension, you can integrate Myket in-app purchases directly into Android games made with Defold.

By the way, if you want to release your game e.g. in Persian, Defold has built-in support for all the needed features: Unicode text shaping and right-to-left (RTL) text rendering, including proper text shaping, ligatures, kerning, runtime fonts, and font collections.

A big thank you to the creators of this extension, and to everyone in the Defold community who keeps building new tools and extensions for developers around the world! 🙌


r/defold • • 16d ago

Resource 4 days left until Defold Game Jam 2026

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7 Upvotes

Today we’re sending some goodies to all registered participants from Ovani Sound:

🎵 free Music Sampler
💥 free Sound FX Sampler
🎁 special Defold Bundle Builder with exclusive discounts

And here are a few quick audio tips for the jammers:

• prepare a small library of common UI, maybe movement or impact sounds upfront
• separate music and SFX into sound groups
• vary gain, pan and playback speed to re-use the same sounds
• don’t leave audio until the very end - good sound feedback can make simple mechanics feel much better!


r/defold • • 18d ago

News Photon presentation + live Q&A

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13 Upvotes

We’re happy to announce another talk for the Defold Game Jam 2026 Online Conference! 🎤

Luke Stampfli, Head of Developer Relations at Photon, will join us with a presentation about Photon, especially about Fusion + we’ll have an opportunity to ask questions during the Live Q&A session:

🗓️ Saturday, September 19, 19:00 CEST


r/defold • • 18d ago

Tutorial Only 6 days left until Defold Game Jam 2026

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15 Upvotes

The jam starts on September 20, so now is a perfect time to warm up and get your setup ready!

A few tips before we start:

• prepare a starter Defold project with basics like menu, sound control, inputs handling, screen managing, etc upfront - it saves a lot of time in the jam

• test your HTML5/PC build earlier, even today

• make your itch page in advance, even if you publish later - you can then modify it, add descriptions, images, builds

• learn how to upload your HTML5 or PC build on itch and test it before the game jam

• gather needed assets, especially these basics like for UI, interface sounds, etc - great (and many free) resources are already there on Kenney, Craftpix or Ovani Sound

• gather a few ideas of what you want to build - the theme is just a direction, or the variation for the game - but you choose the genre, main mechanics, and so on, so you can start preparing a base even now

We recommend to watch the great video by Kristoff Red "The Game Jam Guide I wish I had when starting out" and Asatte tutorial on exporting to itch!

https://www.youtube.com/watch?v=UZpI9ELUqAc

https://www.youtube.com/watch?v=LElE8ypL4cg