Free and open source 2D and 3D game engine for Windows PC

Godot Engine (32-bit)

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Download Godot Engine 4.2.1 (32-bit)

Godot Engine (32-bit)

  -  47 MB  -  Open Source
Godot Engine is an advanced, feature-packed, multi-platform 2D and 3D open-source game engine for Windows PC! Godot provides a huge set of common tools, so you can just focus on making your game without reinventing the wheel. Godot Engine is completely free and open-source under the very permissive MIT license. No strings attached, no royalties, nothing. Your game is yours, down to the last line of engine code.



Features and Highlights

An extremely efficient paradigm for designing games
  • Visual editor, full of mature tools.
  • Uncluttered UI, with context-sensitive editors.
  • Amazing scene system, supporting instancing and inheritance.
  • Friendly content creation interfaces for artists, level designers, animators, …
  • Visual shader editing for 2D and 3D.
  • Persistent live editing (changes are not lost after stopping the game). Live to edit on mobile devices!
Create any kind of complex 2D games
  • Fully dedicated 2D engine, no hacks.
  • Work in pixels as your units, but scale to any screen size and ratio.
  • Custom 2D physics engine that works in pixel coordinates.
  • Flexible kinematic controller for collision without physics.
  • Blit 3D models as sprites into 2D.
Create great-looking 3D games
  • Import 3D models from 3DS Max, Maya, Blender, and more with full animation.
  • Skeleton deforms and blend shapes.
  • Several light types, with shadow mapping.
  • Render with HDR, anti-aliasing, and linear color modes.
  • Post-process fog, glow, bloom, color adjustment, …
  • Support for Physically-Based Rendering planned for the end of 2016.
Most flexible animation system for games
  • Animate 2D or 3D. Visual animation editor with the timeline.
  • Frame-based or cut-out animation for sprites and rigs.
  • Any property of any object can be animated, even function calls.
  • Use custom transition curves and tweens.
  • Helpers to animate 2D rigs, with skeletons and IK.
  • Efficient optimizer to pack imported 3D animations.
  • Animation Tree support for fluid character animation.
Add behaviors to objects with a built-in scripting
  • A python-like scripting language, designed to make games with zero hassle.
  • Built-in editor with syntax highlighting, real-time parser, and code completion.
  • Powerful integrated debugger and profilers. It can debug a game running on mobile devices.
  • Integrated class documentation browser.
  • Friendly C++ API to optimize parts of the game or extend any part of the engine.
Deploy games everywhere!
  • Mobile platforms: iOS, Android, BlackBerry OS
  • Desktop platforms: Windows, macOS, Linux, *BSD, Haiku
  • Web Platforms: HTML5 (via Emscripten)
  • One-click deploy & export to most platforms. Easy to create custom builds too.
Also Available: Godot Engine (64-bit) and Godot Engine for Mac

  • Godot Engine 4.2.1 (32-bit) Screenshots

    The images below have been resized. Click on them to view the screenshots in full size.

What's new in this version:

Changed:
- 2D: Fix UV editor not using texture transform
- 2D: Fix generating terrain icon with certain image formats
- 2D: Keep scene tiles even if the TileMap is invisible
- 2D: Fix TileMap occluders
- 3D: Only allow MeshInstance3D-inherited nodes in MultiMesh Populate Surface dialog
- Animation: Fix imported track flag on sliced animations
- Animation: Prevent a crash when calling AnimationMixer::restore with an invalid resource
- Animation: Fix AnimationPlayer seeking for Discrete keys
- Animation: Fix Tween loop initial value
- Audio: Fix importing WAV files with odd chunk sizes
- Buildsystem: Use Python venv if detected when building VS project
- Buildsystem: Fix the Web platform team’s codeowners link
- Buildsystem: Fix invalid Python escape sequences
- Buildsystem: Set what were default values for Web platform linker flags -sSTACK_SIZE and -sDEFAULT_PTHREAD_STACK_SIZE
- Core: Set language encoding flag when using ZIPPacker
- Core: Fix crash when hashing empty CharString
- Core: Prevent infinite recursion when printing errors
- Core: Fix property groups overriding real properties
- Core: Do not reload resources and send notification if locale is not changed
- Documentation: Improve and clarify texture filtering documentation
- Documentation: Fix documentation for icon_and_font_color editor setting
- Documentation: Improve documentation for CameraAttributesPhysical.exposure_shutter_speed
- Documentation: Fix missing heading in translated online class reference
- Editor: Remove exp hint of a few properties
- Editor: Fix UV editor not showing polygon correctly
- Editor: Inspector: Fix clearing array/dictionary element with <Object#null>
- Editor: Allow dragging editable children
- Editor: Fix errors on file rename or move in the Filesystem Dock
- Editor: Fix issue with 3D scene drag and drop preview node
- Editor: Fix SnapGrid is almost invisible in light theme
- Editor: Fix theme application in various editor dialogs
- Editor: Cherry-picks for the 4.2 branch (future 4.2.1) - 2nd batch
- Export: Fix order of operations for macOS template check
- Export: iOS: Use mdfind to check if Xcode is installed in one-click deploy code
- GDExtension: Fix updating cached singletons when reloading GDScripts
- GDExtension: Fix crash when using incompatible versions of Godot Jolt
- GDScript: Improve autocompletion with get_node
- GDScript: Filter groups and categories from autocompletion
- GUI: Enable scrolling of output with UI scale changes
- GUI: VideoPlayer: Fix reloading translation remapped stream
- GUI: Restored Control properties when you undo a parenting of a Control to a Container
- GUI: Make sure Window’s title is respected before we compute the size
- GUI: RTL: Fix CharFX character offset calculation
- GUI: Limit window size updates on title change
- GUI: Fix size and visuals of the InputEventConfigurationDialog
- GUI: Limit window size updates on title translation change
- Import: Fix memory leak on error paths in tinyexr loader
- Import: Fix memory corruption and assert failures in convex decomposition
- Input: X11: Send IME update notification deferred
- Input: Fix IME key event being erased in macOS
- Input: Fix SubViewport physics picking
- Navigation: Fix missing NavigationLink property updates in constructor
- Navigation: Fix missing NavigationRegion property updates in constructor
- Navigation: Fix missing NavigationAgent property updates in constructor
- Navigation: Fix missing NavigationObstacle property updates in constructor
- Navigation: Fix memory leak in ‘NavigationServer3D’ involving static obstacles
- Navigation: Fix NavigationRegion2D transform update
- Particles: Only allow MeshInstance3D-based nodes in particles emission shape node selector
- Plugin: Correctly check scripts that must inherit EditorPlugin
- Porting: Do not consume mouse messages in windows with no_focus on Windows OS
- Rendering: Fix buffer updates going to the wrong cmd buffer if barriers were 0
- Rendering: Fix bad parameter for rendering_method crashes Godot
- Rendering: Add shadows_disabled macro in Compatibility renderer
- Rendering: Vulkan: Fix incorrect access to the buffers on Android
- Rendering: Use vertex input mask for creating vertex arrays
- Rendering: Fix typo in BaseMaterial3D conversion from 3.x SpatialMaterial
- Rendering: Set ReflectionProbe frame before mapping id in mobile renderer
- Rendering: Add a descriptive error message when creating a mesh surface from the wrong array type
- Rendering: GLES3: Skip batches with zero instance count while rendering canvas
- Rendering: macOS: Switch ANGLE backend to ANGLE over OpenGL, switch default compatibility renderer back to native
- Rendering: Ensure that 2D meshes use a proper input mask
- Shaders: Automatically ensure correct normals in Compatibility renderer
- Shaders: Comment the shader template light function by default
- XR: Remove unused grip touch action from default OpenXR action map

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