Anytype Sync
by shnotsh | MIT
An editor addon and runtime GDScript client for Anytype's local HTTP API with no third-party dependencies
Anytype Sync for Godot Connect your Godot project to Anytype with a small, dependency-free GDScript client for Anytype’s local HTTP API. Anytype Sync gives your game or tool a straightforward way to read, search, create, update, and archive Anytype
VortarisModLoader
by ASDF Studio | MIT
A data-driven mod loader for Godot 4.7, written in C++ as a GDExtension. Open source, no runtime dependencies
VortarisModLoader A data-driven mod loader for Godot 4.7+, written in C++ as a GDExtension (godot-cpp). Open source, no runtime dependencies. Every piece of moddable content is addressed by a namespaced id ( namespace.path , Minecraft ResourceLocation
PlayerPrefs
by Azad Kshitij | MIT
Save player preferences in-game similar to other game engines. This is a simple class that allows you to save and load data in a file. It is very easy to use and it is very useful for saving game data
Save player preferences in-game similar to other game engines. This is a simple class that allows you to save and load data in a file. It is very easy to use and it is very useful for saving game data. New Add an editor option to check saved Preferences
VortarisCSV
by ASDF Studio | MIT
Modern CSV/DSV data plugin for Godot 4.7, written in C++ as a GDExtension (godot-cpp)
VortarisCSV Modern CSV/DSV data plugin for Godot 4.7+, written in C++ (GDExtension). Fast RFC 4180 parsing, UE-DataTable-style reflection binding, a full editor import pipeline, and a rich convenience API. Easy to start, flexible under the hood. Features
VortarisECS
by ASDF Studio | MIT
A modern, data-oriented ECS (Entity-Component-System) framework for Godot 4.7 written in C++ as a GDExtension (godot-cpp). It is easy to use, robust, extensible and network-synchronizable
VortarisECS A modern, data-oriented ECS (Entity-Component-System) framework for Godot 4.7+, written in C++ as a GDExtension (godot-cpp). Easy to use, robust, extensible and network-synchronizable — with a typed C++ hot path and a friendly GDScript API
SaveFlow
by IndieShade | MIT
SaveFlow Lite is a comfort-first save workflow plugin for Godot 4.6. It helps you build project-ready save systems by organizing save logic into explicit scene-authored sources instead of one large save script. You can save node state, typed data, runtime
Access doc site here: https://indieshade.github.io/saveflow-lite/ Installation Download the zip file and extract the addons/saveflow_core and addons/saveflow_lite into your project folder. Enable the saveflow plugin in the project plugin settings. Core
Anvil
by Saku | MIT
A Godot 4 (C#) editor plugin that generates strongly-typed, compile-time-safe `StringName` IDs for your files — no more typo-prone magic strings for asset paths, sound names, or resource keys
Anvil A Godot 4 (C#) editor plugin that generates strongly-typed, compile-time-safe StringName constants for your files — no more typo-prone magic strings for asset paths, sound names, or resource keys. Point it at a folder, and Anvil generates a nested
PickleGD Serializer
by Zach Bernal (Chrisknyfe) | MIT
PickleGD is a Godot asset for safely serializing arbitrary Godot data structures, including custom classes, over multiplayer and to disk
Tested with: Godot Engine v4.7.1.stable.official a13da4feb This is a system for "pickling" GDScript objects to byte arrays, using native var_to_bytes plus some code inspection magic. It's meant to make it easy for you to send complex data structures (such
Seriously
by FreehuntX | MIT
You need to serialize some data to bytes and deserialize it again? You tried the binary serialization API of Godot but didnt like its footprint? Or you miss being able to serialize Objects without sacrifice security? (Callable functions) "Seriously" to the
Seriously - A De-/Serializer for Godot There are some things I didnt like about the Godot serialization API. So I came up with an own one. While its not faster than the Godot serialization API, it produces smaller byte arrays thus uses less traffic. Plus
Saltmire Save Lite
by saltmire | MIT
One-line save/load for Godot 4. Persist game state in a single call — no FileAccess plumbing, no JSON wiring: Save.write("slot1", data) / Save.read("slot1"). write / read / has / erase / list_slots / autosave / stats. Drop-in autoload, zero dependencies
Saltmire Save Lite persists game state in a single call — no FileAccess plumbing, no JSON wiring, no boilerplate. Save.write("slot1", {"hp": 80, "level": 3}) # save var d = Save.read("slot1") # load (null if it doesn't exist) API Save.write(slot, data) —
Zeus Inspector
by NotClerick | MIT
Extend Godot's Inspector with C# attributes to group, organize, and customize exported properties without writing editor scripts
Zeus Inspector is a Godot 4 plugin that enhances the default inspector through custom C# attributes. Forget writing EditorProperty or EditorInspectorPlugin for every property — just decorate your [Export] fields with attributes and the plugin handles the
godot-cbor
by yagich | BSD 2-Clause
CBOR encoder and decoder for Godot
godot-cbor A CBOR decoder and encoder for Godot 4.6 and above, written in GDScript. CBOR (Concise Binary Object Representation) is a binary data interchange format loosely inspired by JSON. Like JSON, it can encode a set of commonly used data types
Game State Saver Plugin
by Jason Lothamer | MIT
Saves and reapplies game state between scene reloads as well as saves game state to disc so your game can easily support saved games
This plugin maintains game object state (property values) between scene changes as well as saves that state to a file. It handles the following scenarios for you: Re-applying property values to game objects when a scene is reloaded. For example if an
Safe Resource Format
by WorstConcept Games | MIT
Resource-agnostic, filterable ResourceFormatLoader/-Saver to not have to rely on ACE-able ResourceFormatLoaderText/-Binary for savegames and the likes
A set of Godot ResourceFormatLoader / ResourceFormatSaver based file formats designed as a "safe" drop-in replacement for .tres / .res files by simply changing the file extension. Unlike other "parser-based filters" for actual .tres / .res files, the code
Arca - Dependency Injection Container
by Tenebris | MIT
Arca is a small dependency injection addon for Godot. It is inspired by Zenject, but the API stays close to Godot scenes and scripts
Arca - Dependency Injection Container Arca is a dependency injection addon for Godot. It helps you organize services, managers, and other shared objects in a clean and predictable way. The addon is inspired by Zenject, but it is designed for Godot
GUS - Godot Universal Serializer 2
by 忘忧の (Daylily-Zeleen) | MIT
A Godot's universal serializer for size optimization. Support all data types except `Object`, `RID`, `Callable` and `Signal` in Godot 4.x
Feature: Without losing type information. Need not type detection and forced typce conversion in cross end transfer,just like local parameter transfer. Integer are variable length serialization. The serialized data size is smaller than JSON text to utf8
Card Combat Engine
by Javier Islas | AGPL-3.0 license
Turn-based card combat engine in pure GDScript: turn FSM, mana, draw, creatures & spells, attack/defense/block with simultaneous damage resolution, and pluggable AI. Logic only — no UI, no autoloads, no editor tooling; pairs with any card presentation
If you're building a Digital TCG or CCG, a deck-building roguelike or any turn-based card battler in Godot, you've probably noticed the pattern: the popular card addons give you beautiful hands, drag-and-drop and pile management — and then you're on your
Gedis
by Jake Cattrall | MIT
An in-memory, Redis-like datastore for Godot — strings, hashes, lists, sets, sorted sets, TTLs, and pub/sub, all in pure GDScript
The Redis you know, right inside your Godot project. Gedis is a high-performance, in-memory key-value datastore for Godot, inspired by Redis and written in pure GDScript. No native dependencies, no servers to spin up — just var gedis := Gedis.new() and
Loveable Saves
by Turnback Studio | Creative Commons Attribution 4.0
Ergonomically Save and Load object data using the Decorator Pattern & Reflection. No jumping through hoops, it's all taken care of by this Save System
Documentation | GitHub Ever wanted to just tell your game to save whatever you need from an object in your game? A player's name, killcount or whatever else? Never liked having to jump through hoops to simply store some data, and load it up? That's
GUS - Godot Universal Serializer
by 忘忧の (Daylily-Zeleen) | MIT
A Godot's universal serializer for size optimization. Support all data types except Object and RID in Godot 3.x
中文文档 <- 点击这里。 A Godot's universal serializer for size optimization. Support all data types except Object and RID in Godot 3.x. Feature: Without losing type information. Need not type detection and forced typce conversion in Cross end transfer,just like
GD-CBOR
by きのもと 結衣 Yui Kinomoto | MIT
Concise Binary Object Representation for GDScript
This is encode/decode implementation of Concise Binary Object Representation for GDScript. How to Use Parse You can use this like a JSON.parse in GDScript. func _ready( ): var cbor: = GDCbor.new( ) if cbor.parse( FileAccess.get_file_as_bytes( "path/to
Disco Tools
by Fireye.coffee | MIT
A collection of helpful scripts and tools that help you create games similar in nature to disco elysium
Codeberg Repository Documentation FAQ Who is this for? Anyone who wants to make a narrative heavy game in godot while focusing on the narrative rather than the architecture. TTRPG Designers who want to adapt their TTRPG systems into a video game Disco
enhance_save_system
by Amiya_desi | MIT
Enhanced Save System is a comprehensive save system plugin for Godot, providing modular save solutions with input remapping, auto-save, save screenshots, and encryption features, helping developers quickly implement professional game save systems
Enhanced Save System Overview Enhanced Save System is a comprehensive save system plugin for Godot, providing a modular save solution with input remapping, auto-save, save screenshots, and encryption features. Features Core Features Pure JSON Storage :
Level Manager
by weirdbeardgame | MIT
A Unity-styled Level Manager that will allow Godot to recognize and save levels, and recognize a Level vs a GameObject And have a clear separation between the two, which is missing in Godot
Godot Level Manager What is it? Godot Level Manager is A Unity-style Level Manager that will allow Godot to recognize and manage what is a level vs a normal GameObject. What does it solve? Since all GameObjects are viewed as Scenes in Godot, anything can
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