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0AD: New Release: 0 A.D. Release 28: Boiorix
Wildfire Games, an international group of volunteer game developers, proudly announces the release of 0 A.D. Release 28: “Boiorix”, the twenty-eighth version of 0 A.D., a free, open-source real-time strategy game of ancient warfare. The release is named after the king of the Cimbri Germanic tribe Boiorix. Easy download and install Download and installation instructions are available … Continue reading
GodotCon Amsterdam – Save the date!
The official GodotCon returns to Europe and this time, it will be the first GodotCon in the city where the Godot Foundation calls home. For this edition of the event, we teamed up with the Dutch Games Association to help us organize it and make sure that everything runs smoothly.
Information
| 📅 Dates | 23rd, 24th of April |
| 🕑 Time | 10:00 – 18:00 |
| 🇳🇱 Location | Amsterdam, The Netherlands |
| 📍 Venue | Pathé Amsterdam Noord. Buikslotermeerplein 2003, 1025 XL Amsterdam, Netherlands |
| 🌐 Website | https://conference.godotengine.org |
Call for speakers and sponsors
If you would like to be a part of the conference by giving a talk or a workshop, please submit your proposals through the link below. We are looking for a diverse range of topics, from beginner to advanced, so don’t hesitate to submit your ideas.
➡️ Call for submissions, Deadline: 30th of March
We are also actively looking for sponsors to support the GodotCon Amsterdam. If you or your company would be interested in learning more about sponsorship opportunities, feel free to reach out to godotcon@godotengine.org.
Tickets and more
Get your tickets here and stay tuned for more information by joining the GodotCon Discord or the mailing list.
Will there still be a Godot event in the US in 2026?
Absolutely! The same team behind the GodotCon Boston will be announcing more details about the event for 2026 in the US. It will come back with a different name, but everything else should be the same.
See you soon!
Maintenance release: Godot 4.6.1
It’s been three weeks since the release of Godot 4.6, and we’re blown away by everything the community has already showcased in such a short time. And while Godot 4.7 is already well underway, a maintenance release for 4.6 was always set to release soon after. This release, Godot 4.6.1, addresses all the known show-stopping regressions and issues new to the Godot 4.6 release. We’d like to thank everyone who took the time to identify and squash these bugs, allowing for the expedient release of 4.6.1-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 4.6.1 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:
Edit 2026-02-16 @ 22:30 UTC: The first macOS editor binaries for 4.6.1 had a signing issue (missing entitlements) which broke .NET and GDExtension support. They have been reuploaded with a fixed signature. Please redownload the macOS version if you downloaded it before the time of this edit.
The cover illustration is from Tearscape, a 2D top-down action-adventure game, where you must blend fast-paced combat and keen exploration to successfully navigate this Gothic, dreary world. You can buy the game or try out the demo on Steam, and follow the developers on Bluesky, YouTube, or Discord.
Changes
25 contributors submitted 38 fixes for this release. See our interactive changelog for the complete list of changes since the 4.6-stable release.
- 3D: Change orbit snap shortcut with navigation scheme (GH-115298).
- 3D: Fix
Skeleton3DEdit Mode bone buttons have priority over transform gizmo (GH-115608). - 3D: Fix viewport orbit snap defaulting to always snapping when shortcut(s) are set to none (GH-115002).
- 3D: Increase float precision in the editor inspector for Quaternions (GH-106352).
- 3D: Register zoom shortcuts to match preset
Godotnavigation scheme (GH-115290). - Animation: Fix double memdelete of
dummy_player(GH-115968). - Animation: Fix LookAtModifier3D / AimModifier3D forward vector (GH-115689).
- Animation: Fix use-after-free in Animation Blend Tree (GH-115919).
- Animation: Fix use-after-free in AnimationTree (AHashMap realloc) (GH-115931).
- Buildsystem: Fix missing lib with
builtin_glslang=false(GH-93478). - C#: Revert “Improve performance of
CSharpLanguage::reload_assemblies” (GH-115759). - Core: Fix ClassDB class list sorting regression (GH-115923).
- Core: Fix the
NodePathhash function to not yield the same value for similar paths (GH-115473). - Editor: Fix
NodePathEditorPropertyusing the wrong scene root (GH-115422). - Editor: Fix create dialog recents (GH-115314).
- Editor: Fix Rename option for instance roots (GH-115575).
- Editor: Fix Unique Resources from Inherited Scenes (GH-115862).
- Editor: Fix wrong base type when creating script (GH-115778).
- Export: Load translation files to check locale for ICU data export (GH-115827).
- GDScript: LSP: Add
godotto known language ids (GH-115671). - GDScript: LSP: Handle clients that do not support
CompletionContext(GH-115672). - GUI: Fix current line highlight not extending into gutter (GH-115729).
- Input: Update editor shortcuts when changing 3D navigation scheme (GH-115289).
- Particles: Revert “Change curve range for particle multipliers” (GH-116140).
- Physics: Allow
SoftBody3Dto have atotal_massof 0 again (GH-116111). - Physics: Fix transform updates sometimes being discarded when using Jolt (GH-115364).
- Platforms: Android: Fix
Bad file descriptorin SAF/MediaStore in long term access (GH-115751). - Platforms: Fix crash in
StorageScope.kton Android (GH-115515). - Platforms: Wayland Embedder: Fix FD leak with inert objects (GH-115823).
- Platforms: Windows: Disable MSVC control flow check on IAT hooks (GH-115430).
- Plugin: Android: Fix plugin type mismatch regression (GH-115685).
- Rendering: Avoid reading from sky pointer when rendering background without sky (GH-115874).
- Rendering: Ensure that uv border size is passed in to sky rendering functions (GH-115606).
- Rendering: Pick the sample closer to the camera when resolving 2x MSAA (GH-115124).
- Rendering: Update re-spirv with more derivative operations (GH-115921).
- Rendering: Use sky’s corrected camera projection for
combined_reprojection(GH-115292). - Rendering: Use transmittance instead of opacity in the early-out branch when calculating volumetric fog (GH-116107).
- Thirdparty: libpng: Update to 1.6.54 (GH-115714).
Known incompatibilities
As of now, there are no known incompatibilities with the previous Godot 4.6 release. We encourage all users to upgrade to 4.6.1.
If you experience any unexpected behavior change in your projects after upgrading to 4.6.1, 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 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.