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Redot Engine LTS

Redot Engine logo

2D and 3D cross-platform game engine

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.

Free, open source and community-driven

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

Redot Engine screenshot!

Getting the engine

Binary downloads

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.

Compiling from source

See the official docs for compilation instructions for every supported platform.

Using Nix (recommended)

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.

AI Integration (Model Context Protocol)

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.

Tools Overview

The MCP server provides 5 master controllers:

  • redot_scene_action: Manage .tscn files (add nodes, set properties, instance scenes, and wire signals with automatic callback generation).
  • redot_resource_action: Manage .tres files and assets (create/modify materials, themes, inspect .import metadata).
  • 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).

Running the MCP Server

1. Using the compiled binary (Standard)

{
  "mcp": {
    "redot": {
      "type": "local",
      "command": [
        "/path/to/redot.editor.binary",
        "--headless",
        "--mcp-server",
        "--path",
        "/path/to/your/project"
      ],
      "enabled": true
    }
  }
}

2. Running Unit Tests

You can execute automated tests headlessly using the --run-tests flag:

./bin/redot.<platform> --headless --run-tests=res://tests/my_test.gd

Note: Your test script should have a func run(): method.

3. Using Nix (For Development)

If you are developing inside a Nix environment, use the provided wrapper to ensure all libraries are correctly linked:

  1. Locate the redot-mcp.sh script in the engine root.
  2. In your opencode.json or MCP client config, use:
{
  "mcp": {
    "redot": {
      "type": "local",
      "command": ["/path/to/redot-engine/redot-mcp.sh", "/path/to/your/project"],
      "enabled": true
    }
  }
}

AI Agent Best Practices

To get the most out of Redot's MCP server, agents should follow these guidelines:

  1. Scene Editing: Use redot_scene_action for all .tscn modifications. Avoid editing TSCN files as raw text to prevent breaking node UIDs and internal references.
  2. Scripting: For existing .gd files, use native text editing tools (like edit) for precise logic changes. Use redot_project_config(action="create_file_res") only when creating new scripts from scratch.
  3. Live Interaction: Always wait 3-5 seconds after run before attempting vision or input actions to allow the bridge to initialize.
  4. 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.
  5. Debugging: Use redot_project_config(action="output") to read real-time logs and redot_code_intel(action="validate") to syntax-check fixes before running the game.
  6. Script Editing Policy: The MCP tool create_file_res is restricted to creating new files. To edit existing .gd scripts, agents must use native text editing tools (like edit). This ensures precision and prevents accidental overwrites of complex logic.

Community and contributing

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!

Documentation and demos

The class reference is accessible from the Redot editor.

ReX Engine

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.