Rémi Verschelde 89cea14398 Bump version to 4.6-stable \o/
Almost 3 years after the 4.0 release, Godot 4 is starting to be a mature engine,
including a wide array of features that enable countless developers to publish
games in all genres. For example, Steam got over
[1,200 new Godot games](https://steamdb.info/stats/releases/?tech=Engine.Godot)
in 2025, while itch.io consistently gets around
[500 new Godot games per week](https://itch.io/game-development/engines/most-projects)
(game jams, prototypes, etc.).

While every Godot user still has their own favorite missing feature which
they're eagerly awaiting, for the most part the engine is fully capable.
But there are still so many minor roadblocks, papercuts, workflow issues or
outright bugs which can make the experience of developing and publishing games
more painful than we'd like.

So for this release, there was a significant focus on polish and usability,
aiming to firmly establish Godot as an engine that you can rely upon, while
keeping the iteration speed, lightweightness, and flexibility which make users
love it.

Close to 400 contributors were involved in this new feature release, authoring
2,001 (!) commits, and we want to thank them all for their amazing contributions,
as well as all users who sponsor the Development Fund, reported bugs, opened
proposals, or supported each other on our community platforms.

See the release page for details: https://godotengine.org/releases/4.6/
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Godot Engine

Godot Engine logo

2D and 3D cross-platform game engine

Godot Engine is a feature-packed, cross-platform game engine to create 2D and 3D games from a unified interface. It provides a comprehensive set of common tools, so that users can focus on making games without having to reinvent the wheel. Games can be exported with one click to a number of platforms, including the major desktop platforms (Linux, macOS, Windows), mobile platforms (Android, iOS), as well as Web-based platforms and consoles.

Free, open source and community-driven

Godot is completely free and open source under the very permissive MIT license. No strings attached, no royalties, nothing. The users' games are theirs, down to the last line of engine code. Godot's development is fully independent and community-driven, empowering users to help shape their engine to match their expectations. It is supported by the Godot Foundation not-for-profit.

Before being open sourced in February 2014, Godot had been developed by Juan Linietsky and Ariel Manzur for several years as an in-house engine, used to publish several work-for-hire titles.

Screenshot of a 3D scene in the Godot Engine editor

Getting the engine

Binary downloads

Official binaries for the Godot editor and the export templates can be found on the Godot website.

Compiling from source

See the official docs for compilation instructions for every supported platform.

Community and contributing

Godot is not only an engine but an ever-growing community of users and engine developers. The main community channels are listed on the homepage.

The best way to get in touch with the core engine developers is to join the Godot Contributors Chat.

To get started contributing to the project, see the contributing guide. This document also includes guidelines for reporting bugs.

Documentation and demos

The official documentation is hosted on Read the Docs. It is maintained by the Godot community in its own GitHub repository.

The class reference is also accessible from the Godot editor.

We also maintain official demos in their own GitHub repository as well as a list of awesome Godot community resources.

There are also a number of other learning resources provided by the community, such as text and video tutorials, demos, etc. Consult the community channels for more information.

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