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Vision for the Godot Engine

Last edited: 2026-06-23

What this document is

This is a vision statement. It describes the principles and priorities the Godot Foundation uses to guide its decisions about funding allocation, contractor work, and the long-term direction of the engine. It is a reference point for anyone wondering how the Foundation sees the future of the engine, and how it plans to steward the Godot source code and the Godot trademarks.

Free and open source

Godot is free and open source software, and will always be. No gated features, no paid tiers, and no premium versions. Everyone gets the same engine for the same low-low price of free.

Made for people who make games

Godot wants to be the best tool available for small to medium-size teams to ship professional-quality games.

Production ready

Godot is a tool for shipping games. Features in the engine should work reliably and completely. A smaller, solid engine is better than a large, brittle one.

Focused and pragmatic

Godot aims to cover the most common needs of the people using it out of the box. New features should be driven by what those people need most. For everything else, plugins and extensions are the answer.

Extensible by design

Godot is extensible such that any team, for any use case, can make it the tool they need. Plugins, extensions, and engine modifications are a first-class part of the Godot experience.

A joy to use

Godot is fast and intuitive for anyone on a development team, from beginners to veterans, not just programmers. Fast iteration keeps creativity flowing and making games fun.

Sensible defaults but full control

Godot’s defaults should be safe and unsurprising. For those who know what they are doing, the full depth of the engine is accessible through low-level APIs, methods, and properties.

Runs on hardware people own

Godot should run well on hardware most people have, including older and lower-end hardware. Features that require newer or better hardware are welcome, but can never compromise support for commonly used devices.

Built to last

Godot’s codebase must be a pleasure to work with: readable and easy to modify. Keeping it understandable for newcomers is what makes customization accessible to everyone, and what ensures the engine can be maintained and improved in the future.

Accessible to everyone

Godot aims to be usable by as many people as possible. This means small binaries, easy setup, support for multiple languages, and first-class support for assistive technologies like screen readers.

Not just for games

Godot is built for games, but supports creating interactive applications of all kinds.