Category: News

  • ReX v0.0.1 is here!

    ReX v0.0.1 is here!

    ReX is finally here! There’s no need for a long intro here, you all have waited long enough so let’s dive right into it.

    Built-in Terrain3D

    Editing terrain is a big part of developing 3D games, and it should be an out-of-the-box feature for any 3D game engine. ReX integrates Terrain3D directly into the engine, allowing game devs to edit terrain right out the gate. No addons or extensions required.

    Performance enhancements

    While there were tons of changes under the hood made to improve performance, here’s some of the highlights:

    • Updated to C++23 and integrated up to AVX2 support
    • Caching changes to reduce runtime overhead and improve performance (especially in rendering)
    • OOM changes that improved stability
    • Other stability changes (crash prevention, null pointer checks, logic corrections, de/serialization fixes, improper binding fixes, etc.)
    • A huge amount of changes that culminated in significant frame-rate increases when utilizing CPU, pathfinding, etc.

    But what does this actually look like when running a game?

    Below is a scene of a survivors type game that one of our testers made, running in Godot 4.5.1 and ReX.

    With 150 enemies, the scene is running at 144fps in Godot 4.5.1. That same scene with the same enemy count runs at 240fps in ReX. That’s a pretty noticeable difference.

    Where to download ReX

    If you’re curious to see how ReX handles your projects, you can go over to the download page and test it for yourself.

    Just remember to back up your projects before opening them in ReX.

    ReX changes coming to Redot LTS

    In case you missed our last blogpost,the changes from ReX will be making their way to Redot LTS. ReX’s spiritual successor, Draconic, will be a brand new engine built from the ground up to fulfill the original vision that our team had for ReX.

    We’d like to thank you all for your patience, especially after this recent delay. The team found a bug in our final round of testing last week and wanted to get that fixed before giving you all an official release. We hope you enjoy ReX, and are looking forward to the enhancements it will bring to Redot LTS.

    Want to contribute?

    If you’d like to help contribute to Redot LTS or Draconic, or would like an internship at Redot Foundation, send an email to [email protected]

    If you’d like to help support development, you can go to redotfoundation.org and make a donation. Redot LTS and Draconic are FOSS projects made by passionate devs in their free time, and every donation helps!

  • ReX release date, Draconic Engine, and the future of ReX

    ReX release date, Draconic Engine, and the future of ReX

    After months of development, a few blog post updates and teasers, and a whole lot of, “ReX soon” memes, we can finally say that ReX v0.0.1 will be releasing this Friday!

    For those that don’t know, ReX Engine is a hard fork of Godot 4.5.1, where we don’t have any restrictions on what we can change with the engine. Unlike Redot LTS, ReX can have changes that break compatibility with projects made in Godot 4.5. This allowed the team to really dig into the engine and make optimizations and adjustments that had the potential to greatly improve the performance.

    The picture on the left shows a survivors-like game running in Godot 4.5.1, and the picture on the right shows the same game running in ReX, with a difference of 86 FPS between the two. In this particular case, it’s the difference between a game being playable vs unplayable.

    This doesn’t necessarily mean that every project will see the same performance boost in ReX, especially since many of the optimizations were for CPU workloads, but overall our testers have found ReX to be a more performant and stable experience.

    ReX development

    The end goal of ReX was for it to be a complete rewrite that would one day become it’s own engine and be capable of creating AAA games like Unity and Unreal. The ReX devs strongly believe that there should be a FOSS alternative for these engines that provides the performance and features that you would expect from a modern game engine, while also providing game devs complete and total control over the products they make.

    Up until now, the ReX team was going about this through a Ship of Theseus method, where they would rewrite the engine one section at a time until they reached that complete rewrite goal. Throughout this process, the team realized that it’s not a feasible approach. Everything in Godot is connected to several other things, so when trying to adjust one part of the engine, you’d actually have to update many things at the same time. The ReX devs did a great job at this, but the process was much slower than we would like.

    Since the end goal was a total rewrite and a completely new engine, the team decided that the quickest and most efficient way of doing this was to build a new engine from the ground up.

    Enter Draconic Engine

    Draconic Engine is a brand new engine that will be built from scratch by the ReX team. While we can’t share too many details, Draconic Engine will use:

    • ECS
    • C# for high level operations and the front end
    • C++ for low level back end math and heavy loops
    • BGFX renderer
    • Jolt physics
    • Avalonia for UI
    • C# as the primary scripting language

    Draconic Engine will be a 2D and 3D game engine with modern tools, performance, and features, and an intuitive UI. Our devs plan on making Draconic the go-to FOSS game engine, so stay tuned for more Draconic Engine updates as they come out!

    The future of ReX

    With Draconic Engine being the spiritual successor to ReX, you might be wondering what this means for the ReX engine.

    The changes and progress that ReX has made will be absorbed into Redot LTS over the next few versions, and Redot LTS will carry the torch as far as ReX-like changes go. The ReX devs have done incredible work, and we won’t let that go to waste. You can look at the ReX release as a preview of what’s to come in Redot LTS.

    As always, we’d like to thank you all for sticking around and supporting Redot, ReX and now Draconic. If you’d like to help out with development, you can reach out on Discord in the volunteer-apps channel, or donate to the Redot Foundation.

    Header art by FlashfyreDev

  • Redot Foundation – Public Announcement

    Redot Foundation – Public Announcement

    As of February 18, 2026, the Redot Foundation, a United States 501(c) nonprofit organization registered in the State of Arkansas, has been publicly announced as the sole steward of the Redot Engine, and the Redot Project and its community as a whole.

    Through this role, the Redot Foundation is dedicated to ensuring that all tools, educational assets, and other offerings of the Redot Project remain independent, freely accessible, and free from corporate control, royalties, or political alignment. Through transparent governance, active community support, and shared community stewardship, the Redot Foundation affirms its commitment to safeguarding the long-term independence, continuity, and success of the Redot Project.

    Core Mission

    The Redot Foundation is committed to preserving and advancing the Redot Project while fostering a global community built on developer freedom, collaboration, and opportunities for growth. The Foundation provides free and accessible education across a broad range of game development disciplines through tutorials, guides, structured courses, and mentorship programs, including internship opportunities within the Redot Project.

    The Redot Foundation emphasizes accessibility, performance, and unrestricted creative freedom, empowering developers of all backgrounds to learn, create, and contribute without barriers.

    Our Commitment

    In a world increasingly dominated by proprietary engines, restrictive or polarizing communities, and rising barriers to education, the Redot Foundation is committed to providing:

    Uncompromising Freedom

    No corporate control, no forced ideological alignment, and no barriers to entry.

    Community at the Core

    Built by developers, for developers, with decisions guided by the community it serves.

    Education for All

    Free courses, guides, assets, and mentorship opportunities for developers of all skill levels, disciplines, and backgrounds—regardless of prior knowledge or experience.

    A Respectful and Inclusive Community

    Every developer starts somewhere. All voices are valued, growth is encouraged, and participation is welcomed without gatekeeping, hostility, or ego-driven barriers.

    Sustainability and Longevity

    Ensuring the Redot Project, its tools, assets, and educational initiatives continue to thrive through transparent funding, community contributions, and responsible stewardship.

    Calling for Support

    The Redot Foundation invites individuals and organizations to support its mission through project contributions and donations. Donations are used to fund core development, operating costs, educational initiatives, community events, and opportunities for education, training, and support for emerging talent.

    Donation Platforms

    The Redot Foundation currently supports the following platforms:

    Ko-fi (one-time or recurring)

    https://ko-fi.com/redotengine,

    Every.org (one-time or recurring)

    https://every.org/redot-foundation,

    Patreon (recurring)

    https://patreon.com/c/RedotFoundation,

    Corporate Sponsorships

    Corporate sponsorships are available in the following tiers:

    Bronze: $500–$2,000 per year,

    Silver: $2,001–$10,000 per year,

    Gold: $10,001+ per year or custom,

    Sponsorship benefits may include logo placement on the Redot Foundation website and associated project pages. Additional details regarding sponsorship benefits will be provided separately.

    Donor names are recognized in the DONORS.md file on GitHub and on a dedicated donors page on the Redot Foundation website.

    Support can also be provided through direct contributions to the Redot Project codebases. Documentation, code contributions, bug fixes, bug reports, feature proposals, and community outreach are all welcome. Sharing news, educational content, tools, and assets with friends, students, colleagues, and communities is another meaningful way to support the mission.

    “By removing barriers and returning focus to creation, the Redot Foundation empowers every developer to build without limits. We are building a future where open game engines thrive through community stewardship alone.”

    — Andrew Martin, President of the Redot Foundation

    Get Involved

    Visit: https://redotfoundation.org/

    Download and explore the Redot Engine,

    Join the community (links available on the website, including Discord),

    Contribute on GitHub,

    Support the mission: https://redotfoundation.org/support

    For media inquiries, sponsorship details, collaboration opportunities, or additional information, please contact [email protected].

    About the Redot Foundation

    The Redot Foundation is a nonprofit organization dedicated to the stewardship, evolution, and promotion of the Redot Engine and Draconic Engine, ensuring they remain independent, community-driven, and accessible to creators worldwide.


    Header art by FlashfyreDev

  • Redot LTS 26.1 RC1

    Redot LTS 26.1 RC1

    The Redot Team is back with another round of fixes and features. This release wraps up our first quarter of dedicated work on the LTS branch,  and it’s packed with enhancements designed to make your experience smoother, faster, and more powerful than ever. This project is run by 100% volunteers. If you’d like what we’re doing and want to help sustain development, please consider donating on https://ko-fi.com/redotengine or a subscription on discord.

    About Redot LTS

    Redot LTS emphasizes core stability while allowing community-driven enhancements. The Redot team continues regular bug fixes; LTS provides greater room to merge contributor PRs that optimize existing features or introduce new ones without risking breaking changes from upstream merges. Redot LTS is based on Godot 4.5 — contributions that preserve compatibility with Godot 4.5 projects are welcome. We encourage the community to get involved and help shape the engine’s future.

    Standout Highlights from This Release

    • Patched to Godot 4.5.2 (upcoming release), includes many bug fixes backported from 4.6 by @Arctis-Fireblight

    SignalSmith Time Stretching Module

    This module introduces a new SignalSmith audio processing module that wraps the Signalsmith Stretch time-stretching library, accompanied by comprehensive third-party audio processing libraries (Signalsmith Linear for FFT/STFT/linear algebra and Signalsmith Stretch for pitch/time manipulation). Includes module registration, build configuration, documentation, and web/command-line utilities for the third-party libraries.

    • Added SignalSmith audio processor for independent tempo and pitch control on streaming audio buffers.
    • Supports real-time time-stretching (speed changes without pitch alteration) and pitch shifting capabilities.
    • Enables configurable sample rate, channel count, tempo adjustment, and pitch transposition.

    UID Viewer

    UID Viewer in action

    UIDs in Godot are unique, persistent identifiers assigned to resources like scenes, textures, or scripts. They let you reference those resources using stable uid:// paths instead of file paths, so renaming or moving files won’t break links across your project.

    Until now, there hasn’t been a sane way of accessing them other than rightclicking a file and copying the UIDs, which makes it difficult if you have a lot of files to go through. The UID Viewer solves this by showing a list of UIDs across an entire project. You can Sort, copy and paste, or highlight the file in the Filesystem by doubleclicking on it. You can also see and copy the system links to all the files. 

    Native Model Context Protocol(MCP)

    This PR introduces a native C++ implementation of the Model Context Protocol (MCP) as a first-class engine module. This enables AI coding assistants (OpenCode, Claude, etc.) to interact deeply with Redot projects through a standardized JSON-RPC interface.

    Beyond simple file editing, this module provides the AI with “eyes and hands”—allowing it to see the game window, manipulate the live scene tree, and simulate user input for truly closed-loop development and debugging.

    New in this version:

    Link to Features from the previous build

    https://github.com/Redot-Engine/redot-engine/releases/tag/redot-26.1-beta.0

    Thanks & Acknowledgements

    A big thank you to Architect for the ongoing collaboration on Jenova.

    As always, thank you to everyone who uses Redot, contributes to the project, or supports the community. Your involvement makes all of this possible.

    If you’d like to help sustain development, consider donating on Ko-fi or supporting the project via Discord.

    Download & Feedback

    Download the latest builds (standard and Jenova (Redot LTS Edition) from the links below. Feedback and bug reports are welcome on our Discord or GitHub issues.

    Website: https://www.redotengine.org/download

    Github: https://github.com/Redot-Engine/redot-engine/releases/tag/redot-26.1-rc.1

    Jenova:

    https://github.com/Redot-Engine/redot-jenova/releases (new release coming soon)

    https://jenova-framework.github.io/docs

  • Redot LTS 26.1 Beta Release

    Redot LTS 26.1 Beta Release

    We are excited to announce the release of Redot LTS 26.1 Beta!

    About Redot LTS

    Redot LTS emphasizes core stability while allowing community-driven enhancements. The Redot team continues regular bug fixes; LTS provides greater room to merge contributor PRs that optimize existing features or introduce new ones without risking breaking changes from upstream merges. Redot LTS is based on Godot 4.5 — contributions that preserve compatibility with Godot 4.5 projects are welcome. We encourage the community to get involved and help shape the engine’s future.

    New Versioning System

    Starting with this release, Redot LTS follows a year-and-quarter versioning format (for example, 26.1 for Q1 2026). We plan four releases per year, each focused on bug fixes, performance improvements, and carefully selected features while maintaining backward compatibility and high stability.

    Jenova: Redot LTS Edition

    Alongside the standard Redot LTS builds, we are shipping a special edition: Jenova: Redot LTS Edition, made in partnership with the Jenova author, Architect. Jenova provides advanced C++ scripting capabilities and deep engine integration. In this edition, Jenova is compiled statically into the engine as a built-in core module, enabling users to access its features without external DLLs or extra setup. Export templates for this edition include Jenova built-in, so projects and PCK files run seamlessly out of the box.

    Important notes:

    – The Jenova: Redot LTS Edition build in this release is currently available for Windows only. Support for Linux, macOS, and other platforms is in development and will be added in future updates.

    – Games built using Jenova can currently be exported to Windows and Linux only.

    For more information on Jenova, see: Jenova GitHub

    Highlights from 26.1 Beta

    Notable Feature: Animated gif, apng, and animated webP support.

    dancing cat gif

    Please note, this feature is still in beta for testing.

    Performance

    • Improved memory efficiency and speed of `Area3D` in physics via caching redundant calls (PR #1040@mcdubh)
    • GDScript VM multithreading performance improvements ported from 4.5 (PR #1121@DAShoe)
    • Removed unnecessary operations in `set_rotation` and rectangle collision checks (PR #820@FireBrandMint)

    Rendering

    • Infer array length from custom array if no vertex array is provided, enabling support for vertexless meshes (PR #1133@Arctis-Fireblight)

    General Enhancements

    • New `CharacterBody2D` and `CharacterBody3D` script templates in GDScript for beginners (PR #923@TheRealBlackNet)
    • Added API Type Override method to `ClassDB` + binding enhancements to enable hot-reloading (PR #1127@Architect)

    Bugs Fixed

    • Fixed scrollbar behavior in `TextEdit` to allow reaching the very end (PR #1137@X1Vi)

    Miscellaneous Changes

    Discontinued Official Support

    The following official builds/support have been discontinued. Community members can still compile these manually if needed:

    • Official support for the Android Editor has been discontinued.
    • Official 32-bit Editor builds for Windows and Linux have been discontinued.
    • Official support for the Windows on ARM Editors has been discontinued.
    • Official support for Linux ARM 32 Editor has been discontinued.

    Note: Builds for these platforms can still be compiled manually by users. Windows ARM64 users can use the Windows 64-bit version of the editor thanks to Microsoft’s x64 emulation on ARM64.

    Thanks & Acknowledgements

    A big thank you to Architect for the ongoing collaboration on Jenova.

    As always, thank you to everyone who uses Redot, contributes to the project, or supports the community. Your involvement makes all of this possible.

    If you’d like to help sustain development, consider donating on Ko-fi or supporting the project via Discord.

    Download & Feedback

    Download the latest builds (standard and Jenova (Redot LTS Edition)) from the official Redot website or GitHub repository. Feedback and bug reports are welcome on our forums, Discord, or GitHub issues.

    Website: https://www.redotengine.org/

    Github: https://github.com/Redot-Engine/redot-engine/releases/tag/redot-26.1-beta.0

    For Jenova documentation and support:

    https://jenova-framework.github.io/docs/