Godot Engine
Godot community and Godot Foundation · Free open-source2D and3D game engine with a scene-based editor, GDScript, animation, physics and exports for supported desktop, mobile and web targets.
About
Godot is a free, open-source2D and3D game engine and editor developed by the Godot community with support from the Godot Foundation. It is suitable for independent creators, educators and teams building interactive applications and games with a scene/node-based workflow. This cask installs the standard Godot editor, not the separate .NET build.
Features
- Dedicated2D and3D editing, scene composition and reusable nodes/resources.
- GDScript scripting, signals, a debugger and profiling tools.
- Animation, physics, audio, navigation, particles, shaders and UI authoring.
- Multiple rendering paths for modern graphics or broader compatibility.
- Asset import, extension/plugin workflows and an integrated Asset Store.
- Export supported projects to desktop, mobile and web targets with the appropriate templates and toolchains.
Install and first project
Install brew install --cask godot, or unzip the official universal macOS download and move the app to Applications. Open Project Manager, create or import a project and select a renderer appropriate for the machine and project. The cask also exposes the editor executable as the godot launcher. Standard GDScript work does not require installing .NET. For C# development, choose the separate .NET-enabled distribution and matching SDK requirements instead.
Download matching export templates before exporting. Platform SDKs, signing credentials and mobile build toolchains can be additional requirements. Before upgrading an existing project across feature releases, make a backup/version-control checkpoint and read the migration guide; editor compatibility does not guarantee every plugin or rendering result is unchanged.
System requirements and platform support
The official4.7 requirements specify an Intel x86_64 or Apple Silicon Mac, macOS11+ for Intel and macOS13+ for Apple Silicon,4GB RAM for the native editor, and8GB for the web editor. Renderer GPU requirements differ: Forward+ and Mobile require suitable Vulkan-capable graphics, while Compatibility targets OpenGL3.3-class support; platform-specific graphics backends and limitations still apply. Choose the documented renderer for your device instead of treating all hardware as equivalent. Recommended native-editor memory is8GB and larger projects can need considerably more.
The requirements guide lists200MB baseline storage for executable/project/cache and separate export templates that can occupy up to1.5GB, depending on targets. This is a baseline rather than a promise for every project. The actual4.7.2 universal Mac ZIP is170,622,178 bytes according to its official release asset; downloaded archive size is distinct from installed tools, imported assets and caches.
Native editor distributions also exist for Windows and Linux, and a web editor and Android editor have separate constraints. This macOS cask does not install them. Exported games can target supported desktop/mobile/web platforms, but editor host support and export support are different. Console deployment needs the console vendor's authorization/SDK and a suitable port or provider; do not assume the public editor contains proprietary console SDKs.
Dependencies, conflicts and maintenance
The cask does not declare an additional formula dependency or a universal conflicting cask. The standard editor bundles the engine; export templates, optional extensions, .NET requirements and target SDKs remain separate. Assets and add-ons have their own licenses and may depend on a particular Godot version. Graphics-driver and renderer compatibility can cause problems independent of package installation. Project import creates generated cache data; keep source assets, scripts and project files in backups and version control.
Plugins and imported projects can execute code, so review their origin and permissions. The engine does not require a core cloud account for local editing or local exports. Network services, online assets and publishing platforms can require accounts independently. Review Homebrew cleanup behavior before deleting application-support data; removing the editor is not a substitute for deliberately managing project folders.
Costs, accounts and licensing
Godot is free to use, including commercial projects, without engine subscription fees or royalties. Donations support development but are not required to unlock the editor. The engine uses the MIT license with required copyright/license notices, and bundled third-party components retain their respective notices. Your game need not use the MIT license solely because it uses Godot. Assets, fonts, music, plugins, target SDKs, store publishing and external services can carry independent terms or costs.
Official references
New What’s new in 4.7.2 Oct 7 · OpenNavo editorial
- EditorFix tile atlas and SpriteFrames crashes and script zoom restoration.
- RenderingFix shader-parameter lifetime crashes and PCSS shadow coordinates.
- PlatformsFix macOS media-key handling and initial window flags.