Metroidvania System
by KoBeWi | MIT
General-purpose framework for creating metroidvania games in Godot. Includes sample project
Metroidvania System (abbrevated as MetSys) is a general-purpose toolkit for creating metroidvania games in Godot game engine. It helps with map design, navigation and presentation, tracking collectibles and provides basic save data functionality related
GodotGAS
by YulRun | MIT
Bring Unreal Engine's Gameplay Ability System (GAS) to Godot in a natural, native way. A robust, data-driven framework for managing abilities, stats, and status effects
GodotGAS: Gameplay Ability System Framework GodotGAS is a comprehensive, production-ready framework for Godot 4.7+ that brings the highly acclaimed architecture of Unreal Engine's Gameplay Ability System (GAS) natively to GDScript. Whether you are
GF Framework
by C76GN | Apache 2.0
Lightweight Godot 4 architecture framework for lifecycle management, events, data binding, editor tooling, utilities, pure algorithm helpers, and optional gameplay extensions
GF Framework GF Framework is a lightweight architecture framework for Godot 4. It helps larger projects keep gameplay code organized without taking over Godot's scene tree. It separates: data and state in GFModel gameplay rules in GFSystem scene, UI
DebugMenu
by p5yg3n | MIT
A lightweight, right-click contextual debug utility for Godot 4
Godot 4 Universal Debug Context Menu ( DebugMenu ) A lightweight, decoupled, and universal context-menu utility for Godot 4. Designed to handle 2D, 3D, and UI Control nodes alike, it automatically inspects the mouse target and pops up a contextual menu
StateMachine
by p5yg3n | MIT
A lightweight, clean, and robust Finite State Machine implementation for Godot 4
Godot 4 Lightweight Finite State Machine (FSM) A clean, robust, and production-ready Finite State Machine implementation for Godot 4. Designed with a decoupled component pattern, this architecture keeps your character and entity scripts organized by
ePlugin Framework
by Enaweg | MIT
Declarative setup for C# editor plugins, plus a plugin manager that updates any add-on with backup and rollback
ePlugin Framework ePlugin Framework adds declarative dependency and resource management to Godot editor plugins written in C#. A plugin describes what it needs once: NuGet packages, C# projects, autoloads, managed directories and other plugins. The
GM Core
by Luca Carbone | MIT
GM Core is a framework built on traditional tabletop-RPG principles. It attempts to merge modern software design patterns with classic pen-and-paper concepts, such as the role of the Game Master and the action adjudication loop, to provide an extensible
Game Master Core GMCore is an RPG framework for Godot 4 built on traditional tabletop-RPG principles. It attempts to merge modern software design patterns with classic pen-and-paper concepts, such as the role of the Game Master and the action adjudication
Powdered World Engine
by CannedBottle | MIT
Easy falling sand implementation for games
FOLLOW THE SPECIFIC INSTALLATION INSTRUCTIONS BELOW Making a falling sand engine is hard. Like, really hard and time consuming. That's why I did it for you, so you can skip straight towards developing your game! Features A chunk-based falling sand engine
Grid Tactics Foundation
by Mesh Lab | MIT
A plug-and-play turn-based grid movement core for Godot 4: A* pathfinding, movement-range highlighting, click-to-move, and Shift-click waypoint routing. Units are data-driven — drop in your own sprite at any size. Plain GDScript, no dependencies, MIT
A plug-and-play foundation for turn-based grid games in Godot 4. Build a Fire Emblem-like or an XCOM-like on top of it without fighting the basics. Features Grid + A* pathfinding with a movement-range flood-fill that routes around walls and other units
Comedot Components Framework
by Syntaks.io | MIT
All-in-one project template & component framework for 2D games with Entities, Components & Shit (ECS but without that "systems" crap)
An opinionated project template & components framework for 2D games of any genre: Platformer, shmup, RPG, strategy, puzzle, turn-based, tile-based etc. This is either the most overenginered shit you've ever seen or the most awesome way of making games
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