Redot Engine LTS is a feature-packed, cross-platform game engine to create 2D and 3D games from a unified interface. It provides a comprehensive set of common tools, so that users can focus on making games without having to reinvent the wheel. Games can be exported with one click to a number of platforms, including the major desktop platforms (Linux, macOS, Windows), mobile platforms (Android, iOS), as well as Web-based platforms and consoles.
Redot is a completely free and open source fork of Godot under the very permissive MIT license. No strings attached, no royalties, nothing. The users' games are theirs, down to the last line of engine code. Redot's development is fully independent and truly community-driven, empowering users to help shape their engine to match their expectations.
Before being open sourced in February 2014, Godot had been developed by Juan Linietsky and Ariel Manzur (both still maintaining Godot) for several years as an in-house engine, used to publish several work-for-hire titles.
Redot was forked from Godot in September 2024, intending to improve upon Godot in order to fulfill its potential and contribute to the shared codebase of both through a more genuinely community-driven model than Godot.
Kaetram - 2D Pixel Cross-Platform MMORPG by Keros
Official binaries for the Redot editor and the export templates will be found on the Redot website once it's set up and on the GitHub page until then.
See the official docs for compilation instructions for every supported platform.
If you have the Nix package manager installed, you can build and run the editor in one command:
nix run .This will automatically install all build dependencies and compile Redot if the binary doesn't exist.
For manual control over the build process:
# Enter the Nix development environment
nix develop
# Build Redot (use 'macos' on macOS, 'linuxbsd' on Linux)
scons platform=linuxbsd # or: scons platform=macos
# Run the editor - binary name reflects your platform and architecture
# Examples: redot.linuxbsd.editor.x86_64, redot.macos.editor.arm64
./bin/redot.<platform>.editor.<arch>Nix works on Linux and macOS, and is available at nixos.org/download.html. The nix run . command automatically detects your platform and architecture.
Redot includes a native MCP (Model Context Protocol) server, allowing AI coding assistants (like OpenCode, Claude Desktop, Cursor, or Zed) to interact directly with your game project.
The MCP server provides 5 master controllers:
redot_scene_action: Manage.tscnfiles (add nodes, set properties, instance scenes, and wire signals with automatic callback generation).redot_resource_action: Manage.tresfiles and assets (create/modify materials, themes, inspect.importmetadata).redot_code_intel: Deep script analysis (GDScript syntax validation, symbol extraction, and engine documentation lookup).redot_project_config: Project-level control (configure Input Map, Autoloads, run/stop the game, read logs, and res:// I/O).redot_game_control: Vision & Interaction (capture screenshots, click UI elements with high-precision, and inspect the live scene tree recursively).
{
"mcp": {
"redot": {
"type": "local",
"command": [
"/path/to/redot.editor.binary",
"--headless",
"--mcp-server",
"--path",
"/path/to/your/project"
],
"enabled": true
}
}
}You can execute automated tests headlessly using the --run-tests flag:
./bin/redot.<platform> --headless --run-tests=res://tests/my_test.gdNote: Your test script should have a func run(): method.
If you are developing inside a Nix environment, use the provided wrapper to ensure all libraries are correctly linked:
- Locate the
redot-mcp.shscript in the engine root. - In your
opencode.jsonor MCP client config, use:
{
"mcp": {
"redot": {
"type": "local",
"command": ["/path/to/redot-engine/redot-mcp.sh", "/path/to/your/project"],
"enabled": true
}
}
}To get the most out of Redot's MCP server, agents should follow these guidelines:
- Scene Editing: Use
redot_scene_actionfor all.tscnmodifications. Avoid editing TSCN files as raw text to prevent breaking node UIDs and internal references. - Scripting: For existing
.gdfiles, use native text editing tools (likeedit) for precise logic changes. Useredot_project_config(action="create_file_res")only when creating new scripts from scratch. - Live Interaction: Always
wait3-5 seconds afterrunbefore attempting vision or input actions to allow the bridge to initialize. - Spatial Awareness: Use
redot_game_control(action="inspect_live", recursive=true)to discover UI paths and their pre-calculated screen coordinates for 100% accurate clicking. - Debugging: Use
redot_project_config(action="output")to read real-time logs andredot_code_intel(action="validate")to syntax-check fixes before running the game. - Script Editing Policy: The MCP tool
create_file_resis restricted to creating new files. To edit existing.gdscripts, agents must use native text editing tools (likeedit). This ensures precision and prevents accidental overwrites of complex logic.
Redot is not only an engine but an ever-growing community of users and engine developers. Please visit our Discord server!
To get started contributing to the project, see the contributing guide. This document also includes guidelines for reporting bugs.
Follow Redot on X/Twitter!
The class reference is accessible from the Redot editor.
Looking to try out new features that aren't backwards compatible with Godot, or would you like to create new features for Redot Engine that can't be added here due to compatibility issues?
Meet us over at the ReX Engine Repo Where we aim to create a modern engine using Redot Engine as a starting point, free from godots choices and shortcomings, and innovate in ways not currently possible here within Redot Engine.
