Release candidate: Godot 4.4 RC 3

We are almost ready to release Godot 4.4 officially! As we are in the Release Candidate stage and focus only on critical regression fixes, the pace of merging pull requests has nearly stopped… but a lot of good stuff is already being queued for the next release cycle. In the meantime, the communication team is doing an amazing work to finalize the contents of the release page, so that you can all (re)discover the highlights of Godot 4.4 with an exciting format!

We managed to get a few more regressions identified and fixed since our RC2 snapshot 2 days ago, so we’re making a final final release candidate to round this all up and ensure Godot 4.4 is ready for prime time!

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 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 CRUEL, a fast run and gun horror shooter with roguelike elements. Developed by James Dornan, the game was released on Steam in January 2025.

Highlights

We covered the most important highlights from Godot 4.4 in the previous 4.4 beta 1 blog post, so if you haven’t read that one, have a look to be introduced to the main new features added in the 4.4 release.

Especially if you’re testing 4.4 for the first time, you’ll want to get a condensed overview of what new features you might want to make use of.

This section covers changes made since the previous RC 2 snapshot, which are strictly regression fixes:

  • Buildsystem: Add (void *) cast directly to GetProcAddress calls (GH-103354).
  • Editor: Replace error to info messages for embedded game (GH-103339).
  • Editor: Add checks to prevent crashes when accessing the GameMenu api (GH-103371).
  • GDScript: Add bound checks to Array/Packed*Array variant call get and set methods (GH-103362).
  • Input: Change default deadzone back to 0.5 for ui_* actions and axis pressed state (GH-103364).
  • Rendering: Shaders: Only convert default value to linear color if type hint is source_color (GH-103201).
  • Rendering: Metal: Fix SPIR-V → MSL compilation on iOS targets (GH-103337).
  • XR: OpenXR: Emulated alpha blend mode should override the real blend mode (GH-103338).
  • XR: Inform that Android sensors must be enabled for MobileVR support (GH-103370).

Changelog

7 contributors submitted 10 fixes for this release. See our interactive changelog for the complete list of changes since the 4.4-rc2 snapshot. You can also review all changes included in 4.4 compared to the previous 4.3 feature release.

This release is built from commit 15ff45068.

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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.

  • .NET 8.0 or newer is required for this build, changing the minimal supported version from .NET 6 to 8.

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

During the Release Candidate stage, we focus exclusively on solving showstopping regressions (i.e. something that worked in a previous release is now broken, without workaround). You can have a look at our current list of regressions and significant issues which we aim to address before releasing 4.4. This list is dynamic and will be updated if we discover new blocking issues after more users start testing the RC snapshots.

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

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 on 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.

Donate now

Release candidate: Godot 4.4 RC 2

Last week, we released the first of our Release Candidate builds, a state suitable for production settings. This is the second entry, and already shaping up to be our last, as all relevant release blockers have been dealt with! While we prepare for the stable release—no more than a week’s time from now—let’s enjoy one last roundup of changes.

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 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 Stray Path, a roguelike card game where optimization is key to unraveling the mystery of this stray world. Developed by chx games, the game was just released on Steam.

Highlights

We covered the most important highlights from Godot 4.4 in the previous 4.4 beta 1 blog post, so if you haven’t read that one, have a look to be introduced to the main new features added in the 4.4 release.

Especially if you’re testing 4.4 for the first time, you’ll want to get a condensed overview of what new features you might want to make use of.

This section covers changes made since the previous RC 1 snapshot, which are mostly regression fixes, or “safe” fixes to longstanding issues:

  • Buildsystem: Fix libtheora optimizations causing errors in calling function for x86_64 Windows (GH-103176).
  • Buildsystem: Fix compiling on arm64 Linux with GCC (GH-103303).
  • Core: Use atomic flag to prevent flush_if_pending from reading unlocked command_mem (GH-103298).
  • Editor: Fix Embedded Game window wrong first startup location and size (GH-103105).
  • Editor: Fix plugin icons not displayed (GH-103143).
  • Editor: Load docks layout after their position is initialized (GH-103266).
  • Export: Fix cross-platform configuration of rendering driver settings (narrower approach) (GH-103197).
  • GDExtension: Bind new core METHOD_FLAG_VIRTUAL_REQUIRED bitfield (GH-103302).
  • GUI: Fix Tree hover position with multiple columns (GH-103168).
  • GUI: Fix label clipping when ascent/descent are fractional (GH-103192).
  • GUI: Label: Fix rounding errors with fractional scale (GH-103224).
  • I18n: CSV import: Generate positve UID for .translation and follow renames (GH-103120).
  • Import: bcdec: Fix unnecessary alignment of texture resolution when only one of its dimensions isn’t divisible by 4 (GH-103259).
  • Network: mbedTLS: Integrate TLS handshake defragmentation PR (GH-103247).
  • Porting: Fix Embedded Game does not focus when mouse over on Windows (GH-103052).
  • Porting: Android Editor: Fix expand button black bar issue (GH-103117).
  • Porting: Android: Fix excessive getRotation calls (GH-103122).
  • Rendering: Metal: Compile MTLLibrary on demand when pipeline is created (GH-103185).
  • Rendering: Windows: Offload RenderingDevice creation test to subprocess (GH-103245).
  • Rendering: texture_create_from_native_handle() should return RID for texture from RenderingServer, not RenderingDevice (GH-103296).

Changelog

19 contributors submitted 31 fixes for this release. See our interactive changelog for the complete list of changes since the 4.4-rc1 snapshot. You can also review all changes included in 4.4 compared to the previous 4.3 feature release.

This release is built from commit 01545c995.

Downloads

Godot is downloading…

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


Make a Donation

Close this popup

Standard build includes support for GDScript and GDExtension.

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

  • .NET 8.0 or newer is required for this build, changing the minimal supported version from .NET 6 to 8.

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

During the Release Candidate stage, we focus exclusively on solving showstopping regressions (i.e. something that worked in a previous release is now broken, without workaround). You can have a look at our current list of regressions and significant issues which we aim to address before releasing 4.4. This list is dynamic and will be updated if we discover new blocking issues after more users start testing the RC snapshots.

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

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 on 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.

Donate now

Release candidate: Godot 4.4 RC 1

We are entering the final stage of development for Godot 4.4, which is the Release Candidate: all features are in place, the most critical regressions have been tackled, and so we’re confident that it’s now ready for production use.

But without very extensive testing from the community, we can never be 100% sure that the release is ready to be published as a recommended stable upgrade for all users. With this candidate, Godot 4.4 is now ready for testing to upgrade existing projects (but always make a copy or version control commit before upgrading!), and we’re eager to hear how it fares and whether any new major issues have been left unnoticed until now.

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 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 Tiny Pasture, an endearing literal desktop pet that has cute pixel art animals grazing at the bottom of your screen while you do other things. Developed by CaveLiquid (Bluesky, website), the game was just released on Steam.

Highlights

We covered the most important highlights from Godot 4.4 in the previous 4.4 beta 1 blog post, so if you haven’t read that one, have a look to be introduced to the main new features added in the 4.4 release.

Especially if you’re testing 4.4 for the first time, you’ll want to get a condensed overview of what new features you might want to make use of.

This section covers changes made since the previous beta 4 snapshot, which are mostly regression fixes, or “safe” fixes to longstanding issues:

  • Audio: Web: Fix issue when pausing an non-started sample (GH-102955).
  • Buildsystem: Windows: Configure MinGW LTO with -fno-use-linker-plugin -fwhole-program (GH-103077).
  • Editor: Fix parsing translations in EditorTranslationParserPlugin (GH-99297).
  • Editor: Remove non-existent IPUnix conversion (GH-102922).
  • Editor: Fix Embedded Game over expanded bottom panel, by resetting expanded bottom panel on Play (GH-102978).
  • Editor: Always allow selecting any rendering driver in the settings, add “auto” option (GH-103026).
  • Editor: Don’t show Show in Filesystem Popup for empty frames in SpriteFrames editor (GH-103050).
  • Export: Fix modified_time on Android (GH-103080).
  • GUI: IME: Do not redraw and move caret on IME update w/o text/position changes (GH-103059).
  • Input: Remove temporary project conversion (GH-99479).
  • Input: Prevent pending input event callbacks from erasing the window in the middle of a loop (GH-102993).
  • Network: mbedtls: Don’t set TLS max version on Mbed TLS < 3.0 (GH-102964).
  • Particles: Fix particle not re-randomizing every emission (GH-103068).
  • Porting: Window: Fix flashing subwindows (GH-102983).
  • Porting: Fix Embedded Game startup location on Windows (GH-103021).
  • Rendering: Fix debug CanvasItem redraw rects in RD renderer (GH-103017).

Changelog

As we released 4.4 beta 4 just days ago, and tightened a lot our policy on what kind of changes can be merged leading to the release candidate stage, there aren’t a lot of changes in this snapshot. 12 contributors (at this stage, release heroes!) submitted 18 fixes for this release. See our interactive changelog for the complete list of changes since the 4.4-beta4 snapshot. You can also review all changes included in 4.4 compared to the previous 4.3 feature release.

This release is built from commit 8ed125b42.

Downloads

Godot is downloading…

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


Make a Donation

Close this popup

Standard build includes support for GDScript and GDExtension.

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

  • .NET 8.0 or newer is required for this build, changing the minimal supported version from .NET 6 to 8.

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

During the Release Candidate stage, we focus exclusively on solving showstopping regressions (i.e. something that worked in a previous release is now broken, without workaround). You can have a look at our current list of regressions and significant issues which we aim to address before releasing 4.4. This list is dynamic and will be updated if we discover new blocking issues after more users start testing the RC snapshots.

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

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 on 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.

Donate now

Dev snapshot: Godot 4.4 beta 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 period, with release candidates set to come out shortly after. In practice, this means that all further changes will be strictly regression fixes, so the content available here will be largely reflective of the 4.4 release. As always, users are strongly encouraged to test this snapshot to catch the remaining few release blockers.

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 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 Dawnfolk, a charmingly dark and minimalist survival city-builder, developed by Darenn Keller and published by Astra Logical! You can buy the game on Steam, and follow the developer on Bluesky and his website.

Highlights

For an overview of what’s new overall in Godot 4.4, have a look at the highlights for 4.4 beta 1, which cover a lot of the changes. This blog post only covers the changes between beta 3 and beta 4. This section covers the most relevant changes made since the beta 3 snapshot, which are largely regression fixes.

  • 2D: Fix Camera2D limits drawing (GH-102868).
  • 3D: Add changeable freelook speed in Game Window (GH-102704).
  • 3D: Fix collision reposition with CSGShape3D (GH-102286).
  • 3D: Fix stale VoxelGI warnings (GH-102843).
  • Audio: AudioStreamGenerator: Add mixing rate presets, update docs (GH-102691).
  • Audio: Fix Theora video issues (GH-101958).
  • Buildsystem: Separate Android editor artifacts (GH-102543).
  • C#: Disallow ExportToolButton on members that may store the Callable (GH-102836).
  • C#: Fix Android mono export with 2 or more CPU architectures fails (GH-98066).
  • C#: Validate project TFM for Android template exports (GH-102627).
  • Documentation: Add parentheses to method links in online class reference (GH-102567).
  • Editor: Fix accessing UID before first scan (GH-102513).
  • Editor: Fix lag when resizing Floating Game Window (GH-102618).
  • Editor: Return fast for built-in class icon (GH-101435).
  • Editor: Show enum property invalid value in inspector (GH-102743).
  • Editor: Tweak Quick Open theming (GH-101598).
  • GDScript: Fix Plugin Scripts load twice on startup (GH-102535).
  • GUI: Android: Add Snackbar UI component (GH-102590).
  • GUI: Fix Tree Mouse hover position (GH-102842).
  • GUI: Optimize Font calculations by avoiding unnecessary copy-on-write (GH-102132).
  • Input: Web: Refactor mouse_mode setters in display server (GH-102719).
  • Physics: Jolt: Fix ghost collision issue on dense triangle meshes (GH-102614).
  • Physics: Jolt: Improve performance of certain physics queries (GH-101071).
  • Porting: Add support for embedding game process in the Android Editor (GH-102492).
  • Porting: Fix game and editor freeze when clicking on the game’s title bar (GH-102744).
  • Rendering: Reduce mobile pipeline compilations (GH-102217).

Changelog

65 contributors submitted 141 improvements for this release. See our interactive changelog for the complete list of changes since the 4.4-beta3 snapshot. You can also review all changes included in 4.4 compared to the previous 4.3 feature release.

This release is built from commit 93d2706930.

Downloads

Godot is downloading…

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


Make a Donation

Close this popup

Standard build includes support for GDScript and GDExtension.

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

  • .NET 8.0 or newer is required for this build, changing the minimal supported version from .NET 6 to 8.

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

During the beta stage, we focus on solving both regressions (i.e. something that worked in a previous release is now broken) and significant new bugs introduced by new features. You can have a look at our current list of regressions and significant issues which we aim to address before releasing 4.4. This list is dynamic and will be updated if we discover new showstopping issues after more users start testing the beta snapshots.

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.

  • Changes to scenes are not reflected in APK exports after the initial export in the Android editor. The issue is tracked in GH-101007.

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 on 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.

Donate now