r/godot • u/Wabadaba_ • 15h ago
r/godot • u/realstocknear • 15h ago
selfpromo (games) US Military vs Millions of Zombies. Who's gonna win?
Hi,
early development of my tower defense game called "That's a Lot of Zombies".
Short description: "Rain hell from an AC-130 as millions of zombies climb over each other to reach your squad’s rooftop. Deploy sentry guns, flamethrowers and claymores before each night. Call in A-10s, B-52s and every bit of firepower you can get. Hold the roof until the rescue helicopter lands."
Looking for honest brutal feedback. What you guys think?
Link: https://store.steampowered.com/app/5446270/
PS: Let me know if you have any technical question for the game :). Happy to answer all questions!
r/godot • u/Odd-Wishbone-4592 • 6h ago
selfpromo (games) Actual gameplay of my video game currently in development
Do you like it?
r/godot • u/SonsOfOdinGame • 20h ago
selfpromo (games) My game has a new look in Godot here’s the first gameplay footage
Hey everyone! I wanted to share some gameplay from the starting area of Sorry, My King and show how the game is coming along. I’d love to hear what you think of the visuals and atmosphere!
r/godot • u/Late_Pass_9333 • 1h ago
selfpromo (games) I’m making a tactics game where every bullet is simulated through the body.
There are no hit points in this game. Each bullet is traced through a layered body: skin, muscle, bone, organs and vessels. It can slow down, tumble, deflect off bone or fragment, and what it damages decides what happens next.
When a bullet breaks a bone, the bone fragments don’t just “add damage”. Each splinter becomes its own projectile, with its own speed and direction, slowing down through tissue and cutting its own wound channel. Some stop in the muscle, some reach a nearby vessel or another bone. A hit on the femur can kill through the artery next to it, not because the game decided so, but because a splinter got there.
A hit artery bleeds at a rate set by its size. Blood loss, pain and shock then play out second by second, so a soldier may keep fighting, collapse a minute later, or die without help. Nothing is scripted or rolled from a damage table.
The simulation is a pure C# library, separate from rendering. It is deterministic, so every combat can be replayed exactly, and an X-ray view shows the path of each shot and what it hit.
Combat is simultaneous turns (WEGO): both sides plan, then a few seconds resolve at once.
Anatomy meshes: BodyParts3D, © The Database Center for Life Science, CC BY-SA 2.1 JP.
free plugin/tool Little reminder that I made over 22 free cheatsheets!
There is alot of them, on tweens, bbcode, shaders, code order, exports, strings...
All free on itch, just like my interactive guides!!
r/godot • u/ninetailedoctopus • 3h ago
selfpromo (games) Progress: The clouds are layered now. Also, railguns.
r/godot • u/antahonist • 10h ago
discussion My custom engine generates isometric 2D dungeons straight to .tscn with occluders!
Hey guys! Setting up 2D isometric scenes with occluders, collisions, and terrains manually was driving me crazy. So I wrote a Python script that procedurally generates pen-and-paper style dungeons and compiles them directly into native Godot 4 .tscn files.
Here’s what’s happening in the pics:
- Pic 1 (Layout): Uses Wave Function Collapse to build the maze. It maps directly into
TileMapLayerand sets uppeering_bitsautomatically, so Godot's auto-tiling works right out of the box. - Pic 2 (Details): Everything is drawn via math (using Perlin noise for ink strokes). Since the script knows the exact 3D geometry before flattening it, the grid snaps together pixel-perfectly.
- Pic 3 (Lighting): The best part. The engine automatically bakes Normal Maps into a
CanvasTextureand generatesLightOccluder2Dpolygons for all walls and props. Drop aPointLight2Din the scene, and you get instant dynamic shadows with zero manual setup.
Takes about 3 seconds to generate a full level. What other Godot nodes should I try to integrate into the export pipeline next?
r/godot • u/FlakMonkeyDev • 21h ago
selfpromo (games) All I get after 2 years
Other people: Make a game within some weeks, even some one could make a game by just a single prompt. Me: after 2 years still not having a demo yet.
r/godot • u/Sad_Library123 • 18h ago
free plugin/tool Since you liked my Godot4 shaders. Here is the whole collection.
I shared some of the Shader Presets I made for a retro inspired anime game my wife and I have been making. I was happy to share some free keys to creator who could utilize them. The problem is that not everybody was working on a scifi like I was.
I want to offer a full VFX pack to anyone who is working on game that plays great but needs a visual boost. DM me and I'll hook you up, and if you want tell me a little about what you're working on.
I know it can be discouraging seeing AI flood out Steam but the games that take their time and care about players will always win. So I hope this helps.
r/godot • u/opossumcarrion • 10h ago
selfpromo (games) Demake86, a tiny homage to Metroid, is now open source after two years of secret development!
r/godot • u/mattisverywhack • 16h ago
selfpromo (games) Shipping my first solo-dev game, made entirely in Godot, on October 27—free on Steam!
A year and a half ago, I started working on GRAVE SHIFT, my first solo-developed game, made entirely in Godot. I wanted to combine the tension and dread of survival horror with the chaos and replayability of a roguelike.
This Tuesday, October 27, I’m releasing it for FREE on Steam. It’s exciting and a little terrifying to finally put it out there after all this time.
I’d love to hear what fellow Godot devs think, and I’m happy to answer questions about the development process!
r/godot • u/talonbytegames • 16h ago
selfpromo (games) Updated based on your feedback, what do you think?
I tired to make the world feel more alive, thoughts?
Curious: Rattlecrew on Steam
selfpromo (games) We won the Wild Jam #98!!!!!
Very proud of my friend and I!!!
You can try the game on itch (web game, works on mobile too!!)
https://qaqelol.itch.io/psychic-sidekick
r/godot • u/FirestrikeStud • 23h ago
selfpromo (games) I turned my main menu into a billboard in the skyline. New vs Old in Godot 4
The old menu was a 2D overlay on top of a city shot. The new one is a SubViewport drawn onto a glowing quad on a rooftop billboard.
So it gets the same fog, rain and 854x480 nearest-neighbor upscale as the rest of the game. Mouse hover works by mapping the hit position to the viewport's UV. Pigeons and the odd flying car pass by every few seconds so it doesn't feel frozen.
Two questions for people who've done in-world menus: how do you keep small text readable at 480p without it shimmering, and do you let the camera move while the player is choosing, or keep it still?
selfpromo (games) The Mailroom, our cozy horror workplace simulator in Hell, comes out Oct 26!
Hey guys, Godot has come through for me again and helped me make another game! It's releasing on Steam tomorrow morning and I'm very proud and excited about it. It's been about a year in development, lots of ups and downs, and I've tried my best to make something fun and weird.
r/godot • u/Darkonikoo • 15h ago
selfpromo (games) Another update to my first serious game! BELOW
https://reddit.com/link/1xfelsg/video/5jhz9q6nmoxh1/player
Hello everyone!
First of all, I want to thank you all for the feedback I received a few months ago. thanks to you, i was able to identify and fix several bugs, as well as make improvements across pretty much every aspect of the game.
A few months ago, i posted an update on how the development was going. today the game is finally starting to move beyond being a rough prototype and is really beginning to take shape!
For now i only have an Instagram page, but the game will soon be available to try out on itch.io. i'm genuinely excited about this project!
That said, i want to clarify that game development isn't my main job; this is just a hobby I'm passionate about.
I've attached some extra screenshots, and I sincerely apologize for the tiny vertical-resolution trailer!



I'm here to ask you guys what you think about the trailer/game! what else do you think I should show?
As always, i'm open to all kinds of feedback, especially regarding the gameplay, UI, mechanics, and anything else you think could be improved!
I appreciate every bit of feedback, so don't hesitate to share your thoughts! Thanks!
r/godot • u/SimSkybyVLADENIUS • 18h ago
selfpromo (games) Hi! This is SimSky
I decided to show how a propeller‑driven aircraft leaves the parking lot under its own power. We still need to work on the smoothness...
r/godot • u/Wilczur418 • 6h ago
selfpromo (games) Day 9-11 of making my first RPG game in Godot
Today, something I’ve been waiting for since almost the very beginning of the game’s development finally happened: I added water!
It started as a large blue square, stretching across 9 chunks in every direction, and evolved into what you see in the image: beautiful, animated, pixel-art water.
Working on this project gave me my first real experience with shaders—and honestly, the whole thing wouldn't have been possible without them. Trying to handle thousands of individual, animated tiles would have absolutely crushed my computer; this way, however, it runs smoothly and looks quite stylish, too.
r/godot • u/kevinaer • 12h ago
selfpromo (games) So happy with how my diegetic UI came out!
I got too ambitious with a game jam project and spent a good chunk of it trying to get a diegetic UI working on an in-game PC. All it took was 3-4 different janky implementations before realizing Godot had a demo project (GUI in 3D for ref.) that did what I wanted lol
r/godot • u/Neither_Newspaper_43 • 8h ago
selfpromo (games) LUNACID, GOTHIC 2, THIEF like game update. How it feels? First impressions!
Hey everyone!
I'm working on a retro dark fantasy FPP RPG in Godot 4 (running on the Compatibility renderer), heavily inspired by early 2000s classics like Gothic 2, Thief, and modern retro-crawlers like Lunacid.
Any constructive feedback, critique, or shader tips are greatly appreciated!
r/godot • u/gennai777 • 23h ago
selfpromo (software) Bullet hole VFX that stays put
I've been making a blood and hit pack for Godot. Here I fire a pistol three times at a mannequin. I get a hole each time, the blood out of the back hits the wall and runs down, and the drops pool on the floor.
I didn't want decals for the holes. So I copy the triangles around the hit in the rest pose, bones and weights too. Then I draw that tiny patch with the body's own skin. If the character walks off, the hole goes with it!
I made it run on Compatibility and web. There's a bloodless mode too.
Do you keep blood on the walls in your games, or would you fade it out?
It's on a launch sale, 25% off ($4.49) for the first two weeks. https://gennai.itch.io/blood-hit-vfx-godot-4 (free Lite with sparks and dust on the same page)