Dev snapshot: Godot 4.8 dev 2

Happy GodotCon Boston for those who celebrate! While many key contributors are already at this event as we speak, that doesn’t mean that development snapshots are slowing down anytime soon. We hope anyone that couldn’t make it to the event this year looks forward to further coverage and highlights in the near future, as you enjoy Godot 4.8 dev 2 in the meantime!

Please consider supporting the project financially, if you are able. Godot is maintained by the efforts of volunteers and a small team of paid contributors. Your donations go towards sponsoring their work and ensuring they can dedicate their undivided attention to the needs of the project.

Jump to the Downloads section, and give it a spin right now, or continue reading to learn more about improvements in this release. You can also try the Web editor, the XR editor, or the Android editor for this release. If you are interested in the latter, please request to join our testing group to get access to pre-release builds.


The cover illustration is from The Incident at Galley House, a detective game where you wield a strange contraption to reveal the truth behind the 1936 tragedy at Galley House. You can buy the game on Steam, and follow the developers—William Rous and Evil Trout—on their socials.

Highlights

In case you missed them, see the 4.8 dev 1 release notes for an overview of some key features which were already in that snapshot, and are therefore still available for testing in dev 2.

Editor: Automatically expand created resources in inspector

Hugo Locurcio starts our roundup with GH-99725, bringing a long-desired QOL addition to the inspector: auto-expansion of resources. While most of our inspector items automatically revealed themselves when initialized, resources always existed as an unfortunate blindspot. As demonstrated below, this will no longer be the case!

Editor: Add “Play Scene” option to file system context menu

While the process of playing a scene is already relatively streamlined, there’s always potential for further improvement, if you know where to look. Case-in-point: why not make it possible to play a scene from the file system directly? DexterFstone had this exact same thought, and decided to do something about it in GH-111941. Now any scene can be played from the file system’s context menu alone; no extra steps required!

A showcase of the new "Play Scene" option in the file system context menu

Core: Write Object variants with \n between properties

While version control is a system we wholeheartedly stand by for production environments, there are undoubtably annoyances that come from it. There’s a reason that most developers will opt for storing settings as text instead of binary data, as the former allows for seamless integration of diff and merge functionality.

…In theory, anyway.

The original `diff` view of a modified object

Yeah, this advantage kind of breaks apart when everything is batched together on a single line, as is the case with any Object data. This makes parsing differences between file versions nearly impossible at a glance, and effectively makes any merge tool have to treat the file as if it were binary to begin with. Robert Wallis recognized these concerns, and spearheaded GH-92102 to give Object some breathing room.

The updated `diff` view of a modified object

And more!

There are too many exciting changes to list them all here, but here’s a curated selection:

  • 2D: Add proper instructions for using scene paint 2D (GH-121227)
  • 3D: Re-enable freelook inertia by default in the 3D editor (GH-121478).
  • Assetlib: Set the Asset Store’s default sorting to highest scored (GH-121112).
  • Core: Make it impossible to have more than one main thread, and don’t release unnecessarily (GH-121161).
  • Core: Speed up removing many child nodes (GH-120942).
  • Editor: Show doc tooltips in quick settings (GH-121278).
  • Editor: Show inspector warning on deprecated properties (GH-121364).
  • Export: Make shader compiler float constant formatting deterministic (GH-120968).
  • GDScript: Make language shutdown more crash resilient (GH-120976).
  • Input: Ignore joypads on unfocused window by default for new projects (GH-120399).
  • Rendering: Use non-volumetric fog in WorldEnvironment sky reflections (GH-107958).
  • Thirdparty: Update to Jolt Physics 5.6.0 (GH-121260).

Changelog

93 contributors submitted 197 fixes for this release. See our interactive changelog for the complete list of changes since 4.8 dev 1. You can also review all changes included in 4.8 compared to the previous 4.7 feature release.

This release is built from commit 7220d456d.

Downloads

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Standard build includes support for GDScript and GDExtension.

.NET build (marked as mono) includes support for C#, as well as GDScript and GDExtension.

While engine maintainers try their best to ensure that each preview snapshot and release candidate is stable, this is by definition a pre-release piece of software. Be sure to make frequent backups, or use a version control system such as Git, to preserve your projects in case of corruption or data loss.

Known issues

With every release we accept that there are going to be various issues, which have already been reported but haven’t been fixed yet. See the GitHub issue tracker for a complete list of known bugs.

  • There are currently no known issues introduced by this release.

Bug reports

As a tester, we encourage you to open bug reports if you experience issues with this release. Please check the existing issues on GitHub first, using the search function with relevant keywords, to ensure that the bug you experience is not already known.

In particular, any change that would cause a regression in your projects is very important to report (e.g. if something that worked fine in previous 4.x releases, but no longer works in this snapshot).

Support

Godot is a non-profit, open-source game engine developed by hundreds of contributors in their free time, as well as a handful of part and full-time developers hired thanks to generous donations from the Godot community. A big thank you to everyone who has contributed their time or their financial support to the project!

If you’d like to support the project financially and help us secure our future hires, you can do so using the Godot Development Fund platform managed by the Godot Foundation. There are also several alternative ways to donate which you may find more suitable.

Donate now

Castle Game Engine: Web: water, terrain, shadow maps, alpha treatment, keys on losing focus

Rendering to texture (FBO, our ) works now on the web. This enables a few features on the web: Water, with reflections and waves, visible in the terrain demo (source code in examples/terrain/) is correct now on the web. Screen (Post-Processing) Effects work on the web now. screen_effects_demo demo (source code in examples/screen_effects_demo/). Model viewer …

Castle Game Engine: Windows downloads now code-signed – no more Smart App Control blocks. Plus smaller downloads (7z, tar.xz)

Our downloads for Windows include now all the executables code-signed, which means that they are trusted and running the engine will raise fewer alarms from various Windows protection tools. In particular, “Smart App Control” (mentioned also in past news) will no longer block us, randomly preventing you from running compilers or your applications. This applies …

Godot Team Updates @ GodotCon Boston 2026

Our second annual GodotCon in North America is right around the corner and it is full steam ahead for the Godot community in Boston. The schedule has been announced so we thought it would be worth highlighting some of the official updates and fun talks from the Godot Foundation that will take place during the conference.


Godot Rendering Team Update

🗣️ Clay John

An update on what major changes have happened within the renderer over the last two years with a focus on technical hurdles that we have overcome and the major limitations that we are now seeing.

Also, a brief look at the future of Godot’s renderer including what to expect in terms of new high-end features and the long-term vision for the renderer.


What’s New in Android

🗣️ Fredia L Huya-Kouadio

Discover what’s new in Android in 2026 for Godot developers!

This talk will provide updates, new development, and new features to the Godot Android Platform since 2025.

The talk will also cover the growth of the Godot Android editor since 2025, and will provide a quick look at its 2026 development roadmap.


How to make a VR game entirely in VR! (No PC required)

🗣️ David Snopek, Logan Lang

Did you know that the Godot editor can run on standalone VR headsets like the Meta Quest 2/3, Pico 4, or Samsung Galaxy XR?

This can allow you to build a game entirely in VR, without using a desktop or laptop computer at all!

In this talk, David Snopek and Logan Lang of Godot’s XR team, will:

  • Tell the story of “Expedition to Blobotopia”, a VR game which they built in one week for the Godot Wild Jam #81, working entirely on Meta Quest 3 headsets
  • Explain the advantages of doing game dev in the headset
  • Share tips and tricks for how you can do it too
  • Demonstrate the newly released GABE, which allows running full Android Gradle builds on the headset
  • Explain the basics of publishing your VR game on the Meta Horizon Store and Google Play Store
  • Give a live demo of the editor running on a headset!

Discover a new way to add VR directly into your game development workflow!


Where Every Millisecond Counts: Optimizing Godot for Low-Spec Devices

🗣️ Clay John, Pablo Selener, David Snopek

Low-spec targets like mobile and standalone VR leave little room for waste. This session covers two things: the engine-level optimizations W4 Games contributed upstream that make all Godot games faster, and the techniques developers can apply in their own projects without modifying Godot’s source. Much of this work was originally funded by commercial engagements and is now upstream for everyone.


Getting started with cross-platform XR development

🗣️ Fredia L Huya-Kouadio, David Snopek

This talk will walk attendees through the process of creating an XR game that can run on all modern XR platforms (Android XR, Meta Horizon OS, Pico OS, visionOS) and leverage capabilities unique to each platform.

Attendees will also be walked through the process of porting an existing ‘flat’ 3D game to an immersive or volumetric game running on an XR device.


GodotCon Boston 2026 takes place from July 20th – July 22nd with a day of workshops on the 20th and the main conference on the 21st and 22nd. There are 20 other talks to see along with the Godot games showcase, nightly social events, and catered breakfast and lunch. Tickets are on-sale now. Room in workshops is still available!

Buy tickets 🎟️

Maintenance release: Godot 4.7.1

It’s been nearly four weeks since we saw the release of Godot 4.7, which has given our team ample time to prepare for its first maintenance release. This progress was made in tandem with Godot 4.8, whose first development snapshot released last week, and will hopefully see its second snapshot later this week. But for those sticking with the rock-solid foundation Godot 4.7 provided, only iterating on critical regressions/crashes reported by the community in that time, you need look no further than today’s maintenance release: 4.7.1-stable!

Maintenance releases are expected to be safe for an upgrade, but we recommend to always make backups, or use a version control system such as Git, to preserve your projects in case of corruption or data loss.

Please consider supporting the project financially, if you are able. Godot is maintained by the efforts of volunteers and a small team of paid contributors. Your donations go towards sponsoring their work and ensuring they can dedicate their undivided attention to the needs of the project.

Download Godot 4.7.1 now or try the online version of the Godot editor.

Godot is downloading…

Godot exists thanks to donations from people like you. Help us continue our work:


Make a Donation

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The cover illustration is from Stackflow, a strategy rougelike game, where you clear rows of blocks to unlock abilities to more proficently and satisfyingly clear yet more rows of blocks. You can buy the game or try the demo on Steam, and follow the developer on itch.io and GitHub.

Changes

42 contributors submitted 78 fixes for this release. See our interactive changelog for the complete list of changes since the 4.7-stable release.

This release is built from commit a13da4feb.

  • 2D: Improve 2D editor dropping code (GH-119418).
  • 3D: Fix closed Curve3D first/last point missing in/out control point (GH-120684).
  • Animation: Make animation folding access cfg only at save/load project time (GH-120403).
  • Assetlib: Set the Asset Store’s default sorting to highest scored (GH-121112).
  • Editor: Guard against non-main-thread emission of EditorFileSystem changed signal (GH-115083).
  • Editor: Wrap long project title (GH-119580).
  • GUI: Don’t automatically open virtual keyboard when popup menu shows (GH-120768).
  • GUI: Fix crash in Tree::_get_item_focus_rect (GH-120538).
  • GUI: Fix scene tree drag-n-drop regression on touchscreens (GH-120456).
  • GUI: Fix visual glitch with connections lines in GraphEdit (GH-120488).
  • Input: Android: Fix EditorSettings not instantiated error when running game (GH-120723).
  • Input: Fix backspace being unable to delete pre-existing text in any input field when using a soft keyboard on Android (GH-119798).
  • Navigation: Fix navigation agents unconditionally getting added to avoidance simulation after pause resume (GH-120249).
  • Network: Set inited=false on CookieContextMbedTLS::clear to avoid accidental double destruction (GH-120371).
  • Rendering: Fix flickering lighting on mesh-instances with non-uniform scale (GH-119784).
  • Rendering: Fix orthographic camera directional shadow culling (GH-120711).
  • Rendering: Fix previous transform getting remembered for 2 frames after the instance stops moving (GH-119941).
  • Rendering: Seek past skipped shader variant payloads to avoid reading incorrect data (GH-119792).

Known incompatibilities

As of now, there are no known incompatibilities with the previous Godot 4.7 release. We encourage all users to upgrade to 4.7.1.

If you experience any unexpected behavior change in your projects after upgrading to 4.7.1, please file an issue on GitHub.

Bug reports

As a tester, we encourage you to open bug reports if you experience issues with this release. Please check the existing issues on GitHub first, using the search function with relevant keywords, to ensure that the bug you experience is not already known.

In particular, any change that would cause a regression in your projects is very important to report (e.g. if something that worked fine in previous 4.x releases, but no longer works in this snapshot).

Support

Godot is a non-profit, open-source game engine developed by hundreds of contributors in their free time, as well as a handful of part and full-time developers hired thanks to generous donations from the Godot community. A big thank you to everyone who has contributed their time or their financial support to the project!

If you’d like to support the project financially and help us secure our future hires, you can do so using the Godot Development Fund platform managed by the Godot Foundation. There are also several alternative ways to donate which you may find more suitable.

Donate now