Earlier this year we stepped into the future of Godot with the release of Godot 4.0, and 4 months later we followed it up with Godot 4.1 which was full of new features and improvements. Today we are proud to announce the release of Godot 4.2, our latest and greatest offering to game developers looking for a free and open engine that inspires joy and creativity!

Over the course of the last 5 months 359 contributors submitted more than 1800 improvements for this release, and we cannot thank each of them enough for their dedication and relentless spirit, their trust in the project, and their generosity. We also must express our love for everyone reporting issues during the testing period and helping us make sure that thousands of Godot users get the best version of the engine we can collectively create.

Among the changes in this release are both necessary bugfixes and exciting new features, turning Godot 4 into an even better and more polished tool for you to realize your game and app ideas. There are many more improvements to come, as our contributors, apparently, never sleep, but for now we call it a day.

Highlights

In the sections below we will cover some of the most impactful changes that come to Godot 4.2 compared to 4.1. If you are interested in a complete list of changes, please refer to the interactive changelog, which contains links to relevant commits and PRs for this and every other release.

Critical and breaking changes
Core and systems
2D and 3D features
Editor and usability
GDExtension
GUI and theming
Import and asset pipeline
Input
Multiplayer and networking
Porting and platforms
Rendering, particles, and shaders
Scripting
XR