Two Years On: How Godot Engine Fared After Unity's Controversy

The Godot game engine, first released to the public in 2014, had long maintained a relatively low profile within the development community. However, this changed in 2023 when Unity made several questionable decisions, prompting indie developers to reconsider their use of the engine. It appears that this shift was more than just a social media phenomenon, as developers have indeed voted with their feet. According to Emilio Coppola, Executive Director of the Godot Foundation, 'We saw a huge increase in popularity. After the initial peak of interest, the community and contributions doubled and continued growing at a faster rate than before.' One such developer who transitioned from Unity to Godot, albeit for unrelated reasons, is Tim FitzRandolph from Walaber Entertainment, creator of JellyCar Worlds and Parking Garage Rally. He notes, 'The number of developers using Godot has most certainly been increasing steadily over the past few years. This is easily evidenced by the number of game jam submissions using Godot, both increasing in absolute numbers and as a proportion of all submissions.' In addition to gaining a larger user base, the Godot community now encompasses a broader range of developers. Dan Gerstein, Game Director at Pistol Shrimp, observes, 'The biggest change is the number of other Godot developers I can reach. Two years ago, I had trouble finding anyone except hobbyists. Now, the odds of other people knowing about it and even having dabbled with it are much higher.' Although Godot was proposed as a potential new home for indie developers in 2023, it was not then on the same level as Unity, lacking many of the latter's features. However, as FitzRandolph points out, the importance of this depends on the type of games being developed. 'In terms of the total overall amount of features, there is no question that Unity still has more functionality than Godot. But this question really only matters when you start talking about specific games and what you need to make them. For what I make, Godot has everything I need – and what's there is simple and well-implemented – plus it's flexible and malleable enough that if something is missing, I can easily add it.' Unity's troubles undoubtedly helped Godot reach a broader audience, but it's also fair to say that the engine was making significant improvements anyway, which would have made it more appealing to developers. For instance, Godot 4.0, released in March 2023, introduced improved 3D support and compatibility with the Vulkan graphics software API. There's also better console support now, thanks to W4 Games, a company co-founded by several Godot veterans. Many comparisons between Godot and engines like Unity and Unreal seem to boil down to the fact that Godot is more of a blank canvas – it's very much what you make of it. Jay Baylis, Co-Director at Bytten Studio, makers of Cassette Beasts, explains, 'When you jump into something like Unreal, it assumes that you are making a photorealistic HD-looking game. So when you drop in some models, they already look great because of the lighting presets and so on. But Godot doesn't assume that; you need to fiddle around to make it look nice. As a result, people assume you can't do 3D games in Godot. It does still lag behind; if you are making a AAA action game, you probably are better off using Unreal at this point in time, unless you really want to get into the weeds.' The Godot Foundation's Coppola also points out that some unfavorable comparisons between Unity and Godot simply come down to the natural pains of adapting to a new and different system. 'It takes some time to adapt to new tools and find out which things you did before that were specific to bypass some design choices in the tools that just don't apply in the new one. But also, there was a lack of resources for learning. It's not that there wasn't any; there were many brilliant content creators and educators sharing their courses for free, but just not as many as in Unity. This is changing, and now the amount of resources is much larger, and popular content creators such as Brackeys are also making Godot tutorials.' Although developers are, by and large, very happy with Godot, there are of course features they would like to see introduced in the future, ranging from improved level streaming to an improved pipeline for 3D development. However, the main thing that comes through when talking to studios is that they want Godot to stay open source. FitzRandolph says, 'Mostly, I want Godot to stay true to its promise and mission and continue to blossom into the game engine equivalent of Blender: a free and open-source alternative that can be used for real professional work.' Godot being open source is a massive part of why it is enticing to developers – the community dictates the direction of the engine. It's not owned by anyone, except its audience. Gerstein notes, 'After many years of development, often losing access to tools and technologies we either created ourselves or integrated with licensed software, it is very important to us to own what we make. We actually started by making our own solution for graphics and sound using C++ and SDL and only pivoted to Godot later when we wanted to change our scope. Because Godot is open source and has no restrictive licensing, we can always keep using it if we want.' Importantly, if the Godot Foundation were to make decisions its user base did not agree with, developers could just fork the software and use a different version of it altogether, because no one owns the technology. Tom Coxon, Co-Director at Bytten Studio, explains, 'As a community-oriented open source project, the long term for Godot is quite strong. Being open source also makes it a lot easier for individual developers to extend it in custom ways. We've been able to put optimizations into the engine specifically for performance issues that we found in our own project that won't exist in any other project.' Coppola adds, 'Since we are a non-profit organization, we don't have shareholders who expect infinite monetary growth at all costs. Our community is what dictates what we should focus on, and we are all passionate about games. We don't charge users for using the engine, so we really don't focus on acquiring new users; all of our efforts go into making the individuals who are donating and the existing users happy. Everything we do at the Foundation is to keep making Godot better, and I don't see any reason for this to change.' Looking to the future, the outlook from developers appears to be bright for Godot, largely due to the structure of the Foundation, which gives creators optimism for the tech moving forward. Gerstein says, 'It's open source, there are games using it in the wild, and there are more coming up, including ours. Even if the Godot Foundation implodes overnight, it's not going anywhere, and it has nowhere to go but up. The more developers realize the importance of truly owning your software and the benefits of open source, the more people will join the bandwagon. With the rise of adding LLM features to everything under the sun and having more and more arcane licenses, I think Godot's market niche will only become clearer over time. As for us, we're not sure what our future holds just yet, but I'd absolutely start building our next project in Godot.' Coppola concludes, 'Godot is something that the gaming industry desperately needed. In all other areas of tech, open-source tools are usually the standard, and I feel like our industry was lagging behind in this aspect. I don't think that this will be the case for much longer. I'm happy to see that people can collaborate in a project like this towards a common goal.'