r/godot

Sprite Stacker: Convert your Pixelart into 3D
🔥 Hot ▲ 328 r/godot

Sprite Stacker: Convert your Pixelart into 3D

Created a tool within the last day to convert orthogonal views (top, front, side) into stacked sprites and thus allowing to simply render it quickly in any 3D rotation. Maybe i will add some kind of editor later, but at the moment it's simpler to just incorporate Aseprite as the editor and using this to process/convert the images.

You can find for free on itch https://berlinnights.itch.io/sprite-stacker

It's by far not the first tool for sprite stacking, though i don't know if any can convert orthogonal view into stacks.

u/SagattariusAStar — 2 hours ago
🔥 Hot ▲ 172 r/IndieGaming+2 crossposts

Orb of Avarice is out! Free on itch.io, made with Blender + Godot

Some of you might remember this one from a few months ago. The game is now out and free to play!

You control a giant metal orb protecting its treasure from waves of mercenaries. Roll over them before they escape with your gold.

Everything built solo: Godot for the game, Blender for all the 3D (dungeon bricks are procedural with Geometry Nodes).

Link in comments. There's a screenshot feature at the end of each run -- drop your best score here, curious to see who can beat mine!

u/adrien_flex — 3 hours ago
🔥 Hot ▲ 90 r/godot+1 crossposts

Working on an arcade roguelite with lots of build variety

u/_TheLetterIsH — 10 hours ago
🔥 Hot ▲ 1.9k r/godot

My 6-year-old nephew is my lead concept artist. He has no idea.

I’ve been solo-developing a roguelite arena shooter for a while now. At some point I hit a wall — no inspiration, no direction for the art style.

Then I looked at my nephew’s school notebook.

He’s 6 years old and draws whatever he feels like. Monsters, robots, creatures with axes. I started turning his drawings into the enemies of my game. He still doesn’t know.

The concept: a pencil scientist called El Dibujante sits in his lab behind bulletproof glass, drawing ink monsters that attack the player. The player is an eraser trying to survive.

All art is hand-painted — just a notebook, Krita, and way too much coffee.

Built in Godot 4 with GDScript

Which one of his drawings should be the next enemy?

u/Heric_Olier — 20 hours ago
🔥 Hot ▲ 899 r/godot

My Godot game is about to hit the front page of Steam!

I'm freaking out a little...

u/SDGGame — 18 hours ago
🔥 Hot ▲ 154 r/godot

Hello. I started using godot about 2 weeks ago, and i have an issue.

How can i fix this collision with the ceiling?

u/DaddyBorostean — 7 hours ago
▲ 27 r/SideProject+5 crossposts

I made a relaxing puzzle game with daily puzzles and multiple modes — would love feedback

Game Title: NeonPaths

Playable Link: https://play.google.com/store/apps/details?id=com.neonpaths.neon_paths

Platform: Android (IOS comeing soon)

Description: 

Hey!

I’ve been working on a mobile puzzle game called NeonPaths and just released it on Google Play.

It has daily puzzles and multiple modes like Classic, Zen, Challenge, Walls, and Hide & Seek - so you can play either casually or go for something more challenging.

You can also track your stats and even share your finished maps or progress, which turned out pretty fun.

Would really appreciate any feedback - what feels good, what’s confusing, or what I should improve 🙌

Here’s a short gameplay clip 👇

Free to Play Status:

  • [ x] Free to play
  • [ ] Demo/Key available
  • [ ] Paid (Allowed only on Tuesdays with [TT] in the title)

Involvement: developer

u/Andrew88a — 2 days ago
🔥 Hot ▲ 119 r/godot

What do you think of my lighting system?

u/Merlord — 11 hours ago
🔥 Hot ▲ 166 r/godot

My software's steam page finally got approval !

My Steam page just got approved and is finally live. I’m honestly feeling a mix of excitement, happiness, and a bit of anxiety at the same time. It’s a weird combination after working on this project. I know the page still needs a lot of improvement. I’m planning to add feature showcase videos and more screenshots soon to better present what the tool can do.

https://store.steampowered.com/app/4579800/Odixel_Studio/

If you’re interested in pixel art or animation, feel free to check it out and wishlist if it looks useful to you.

I’ve been working on a tool called Odixel Studio, focused on pixel art and animation inside a single, streamlined workspace. It’s built with a strong emphasis on palette control, multi-canvas workflow, and keeping things fast and clean for actual production use.

i mentioned the project in this reddit post , its developed with godot, you can check there for more detail.

or you can hope on discord to test the new alpha version or if you just wanna say hello, we are open to everybody ^^

u/Odgardian — 20 hours ago
▲ 22 r/godot

New Map System, Ambient Audio, and 2nd Playtest (Summer 2026)

So here we go folks, I reworked the map system to combine handcrafted design with procedural elements for better gameplay balance and replayability.

The world now features a mix of static, carefully placed locations (key areas, landmarks, and structured environments) alongside randomly spawned POIs such as gas stations, warehouses, tents, and small structures.

I also expanded the game’s atmosphere with the addition of dynamic ambient audio, including a variety of environmental and situational sounds to enhance immersion. Introduced a narrative-driven detail where the radio no longer functions at nighttime, hinting at underlying story elements that will be revealed later.

Lastly, I will be hosting the 2nd playtest in Summer 2026 (Aiming for July-August), where players will be able to experience these updates and provide feedback! Don't forget to Wishlist on Steam to stay updated or join the Discord for more frequent updates!

Discord Link
ApocaShift | Steam Page Link

u/DeekiNeedles — 5 hours ago
▲ 7 r/SoloDevelopment+1 crossposts

Taking a Break from Level Design.... on to Material Design!

Spent the last few days working on blocking out my level and am now going to take a "break" and switch to material design. Maybe I had enough gray for a while...

I was using the Kenney grid textures on everything but found I was spending way too much time getting the UVs right for accurate textures so I stopped.

I also found out that real-life sizes and distances do NOT translate well to in-game feel. My camera is at 1.7m off the ground, and the room you are seeing should be something like a 7m-high ceiling (essentially the height of two floors), but I found that to really get that "wow, this is a big room!" feeling, I had to go with 15m!!!

How often do YOU switch up tasks to break up the monotony? And have you also had issues getting the scale to feel right?

u/tastygames_official — 2 hours ago
🔥 Hot ▲ 129 r/godot

Experimenting with music to make the world reactive

This was a bit harder than I expected because dynamically changing the physics world (like the heightmap) causes some issues. Updating physics objects every frame is not very efficient and seems to break ongoing raycasts/collisions.

So I settled for doing custom raycasting logic on the heightmap itself, which can be heavily simplified.
For the collisions (when slamming into the ground for example), I still keep a small patch of physics heightmap underneath the player. And moving it with the player as well.
Not sure if this will scale well, but works for now.

u/Seba_dev — 22 hours ago
🔥 Hot ▲ 91 r/godot

Trying to create some backroom vibes WIP

I wanted to see how global illumination worked in the new versions of Godot, so I tried to recreate some small rooms similar to the backrooms.

The textures aren't positioned quite right (I know :P), but I think it turned out pretty clean. What do you think?

u/Cosaca — 19 hours ago
Week