Start expanding your Godot experience.
Open multiple scenes at once, in tabs or split panes. Each scene gets its own inspector and scene tree.
Project: Starter Kit 3D Platformer by Kenney
Shaders, materials, resources open as full workspaces. The whole pane is yours to work in.
Project: 3D Particles · Godot Engine demo
A bottom drawer slides up over the workspace for the filesystem, logs, or any panel you want there.
Project: Starter Kit 3D Platformer by Kenney
Scenes and resources open faster, and the editor stays responsive as your project grows.
Project: TPS Demo · Godot Engine demo
What is GDstudio?
GDstudio is a new editor for Godot Projects that takes a different approach to Godot development. Each resource/scene you open shows up in its own space. What is space? Space is basically an environment where you can work on that specific resource with the interface for that resource. Each space can be docked anywhere on the screen or could be placed in the drawer.
Now to implement this functionality I had to tear down the main assumption by which Godot Editor works - that there's only one 3d editor, only one script editor, or only one shader editor.
Is GDstudio a "frontend" for Godot, is it a GDExtension?
Neither. Since my goal was to create a completely custom solution for Godot development the only way to achieve that was to modify the source code. And since I want to keep the editor up to date with the latest version of the engine I had to be smart about it. So I implemented special hooks into the existing codebase to route the calls through specific layers that manage the instances of the editors. That way I can keep maximum compatibility with the code I don't want to touch for now.
Everything except the existing functionality is my new code. I have my own GUI framework in development that will power the editor's UI with better performance and customizability.
What is the compatibility with Godot projects?
There are two versions of GDstudio - one built on Godot 4.6.3 and one on Godot 4.7.1, so you can stay on the engine version your project already uses.
I keep maximum compatibility with Godot projects and I will make sure that you can open your project back in the Godot Editor - so there's no strings attached!
What about the addons/extensions?
Most of the addons and GDExtensions are supported. Everything that runs through official API and docs should work. Anything that "hacks" into the editor by walking through the SceneTree most likely will not work with GDstudio - for them I'm planning to support the most used ones case by case, as I already did with the DebugDraw3D addon for example.
When is Linux support coming? Why the AVX2 requirement?
I don't work on Linux and have no experience with it, but I'm planning to release it as soon as I finish the layout/GUI rework which currently takes up all of my attention. It's definitely in the pipeline! AVX2 is required and that's not going to change, since my project is forward looking I don't plan to support older CPUs.
It's alpha, can I use it for real work?
It's alpha, so back up your project or use source control. Most of the functionality works fully but some areas still need improving. If you use it for real work, feel free to contact me any way possible if you want a specific aspect of the editor to be addressed.
Why not merge into Godot Editor?
GDstudio is an editor for Godot projects, but it isn't the official Godot Editor, and it isn't trying to be Godot Editor 2.0 or to merge into it. It's a separate editor with its own direction. The code I write for it follows different principles, inspired by Casey Muratori and the Handmade approach, and GDstudio will keep diverging from the Godot Editor experience as it grows.
Your projects stay fully compatible, so you can always open them in either, but the way you work in GDstudio will become more and more its own thing over time.
Why is GDstudio closed source?
GDstudio is closed source because I have a commercial interest in the project. That's the whole reason.
Closed source is also not unusual for Godot. Xogot is closed source and it's a paid product, and Godot's license allows this. Your projects stay yours and stay compatible either way.
I will have a pro version of GDstudio in the future. Currently the monetization plan is not decided but for the professional developers and gamedev teams I want to implement specific features they need. Don't worry, the core editor will always be free!
What's the future of GDstudio?
My main goal is to make Godot development as smooth as possible. One of the biggest features that is already in works is playing the game right in the editor without launching a separate executable. I want the developer to have complete control of the running game and have different views into it - being able to create many camera views, variable views, and having hooks and visualizations for the data the game operates on.
Another feature I want to implement is MCP - aka agentic automation. I want users to be able to use the latest agentic workflows to smoothly integrate with their Godot development. This one is very WIP and I'll reveal more about it later.
Is AI being used in the project?
Yes, I use Claude Code throughout the development of the project. I use it for bug/feature/crash report management and for working on the codebase.
I have more than 10 years of writing C++ code professionally and I have big passion for the software engineering. Whatever Claude Code generates is directly according to my plan, with my architectural decisions and each output is being reviewed by me.
I heard about the virus/malware in the project.
The virus claims are false. virustotal.com had AI based heuristic scans that falsely claimed that GDstudio is a Trojan.
After signing the binary and contacting the scanning providers these false claims have been cleared up. GDstudio currently scans 0/61 on VirusTotal.
I heard about the telemetry situation.
I want to know how many installs are there by version and OS to better understand the users. Also I want to know which features are used which features are not used.
For this reason I implemented very basic pings to the server that contain NO personal information. Only the build number and some technical information.
In the version 0.2.3 I've added terms of service and privacy policy that contain all the necessary information that I present to the user after launching the editor. You can read them at gdstudio.dev/privacy and gdstudio.dev/terms.
You can turn the telemetry off any time in Editor Settings > Experience > Send Anonymous Usage Data. It's enabled by default. When you turn it off no usage events are sent and nothing in the editor stops working.
Crash reports are separate from this. If GDstudio crashes a window shows up asking if you want to send the report, so that one is always your choice.
The drama/controversies and my opinion.
On a wave of popularity some members of Godot community tried to create a drama that tainted the project claiming it's a malware that steals user information. Unfortunately during that time it made me distance myself from the communities so I failed to address these accusations properly. That was my mistake and I should've done the opposite.
0.2.4 alpha
Latest
alpha
July 20, 2026
- Added a macOS edition for Apple Silicon.
- Added an "Update available!" notice in the editor, showing what changed and a download button.
- Added the Gizmos and Preview Translation submenus to the View menu in the 3D editor.
- Updated the Godot 4.7 edition to engine version 4.7.1.
- Updated .gdshaderinc files to open in the shader editor instead of the inspector.
- Updated the main menu bar to reach the top edge of the window.
- Fixed Find in Files space to the show panel properly.
- Fixed a runtime error in a running project not showing the error message or highlighting the line it stopped on.
- Fixed zooming in the script and shader editors not resizing the code text.
- Fixed the New Scene dialog in the FileSystem panel not creating the scene file.
- Fixed dragging a texture or material from the FileSystem not highlighting the compatible slots in the Inspector.
- Fixed the popup flashing on screen for a moment when opening Project or Editor Settings.
0.2.3 alpha
alpha
July 17, 2026
- Added a Tools menu under Project that hosts tool menu items registered by addons.
- Added support for main-screen addons built with GDExtension, now they open as their own space.
- Updated the saved layout to restore New Tabs and embedded sub-resource tabs across restarts.
- Fixed navigation from error links and breakpoints to open correct script spaces.
- Fixed Ctrl+S in a sub-resource tab opening Save As instead of saving the file that owns the resource.
- Fixed resource links in the log not opening the resource in the inspector.
- Fixed crashes when an addon accessed the script editor or inspector while no matching tab was open.
- Fixed crashes related to TileMap/TileSet.
- Fixed clicking a resource handled by an addon's main-screen editor in the inspector doing nothing.
0.2.2 alpha
alpha
July 3, 2026
- Added sprite frames, tilesets, and themes as their own space.
- Removed the sprite frames and theme tools now that they open as spaces.
- Added a button in the Inspector to open a resource in a new space.
- Added a Debug menu to the game toolbar that toggles collision shapes, paths, navigation, avoidance, and canvas redraw visualizations.
- Added the ability to apply the Debug menu toggles to a running game live, without restarting it.
- Refactored ObjectID to work lock-free on the main thread.
- Fixed the New Inherited Scene item in the filesystem right-click menu not doing anything.
- Fixed addons that register a dock not getting registered as an Addon Space.
- Fixed the editor interface taking on the scene's environment.
- Fixed instanced scenes with a Control root reporting a zero size when their position or size was read or set in _ready.
- Fixed shader global textures not resolving until the project was reopened.
- Fixed the resize cursor sticking at the border between panes.
0.2.1 alpha
alpha
July 1, 2026
- Added support for the Debug Draw 3D addon, with support of multiple scenes open at once.
- Fixed a crash and failed project setup when creating the first C# script in a project that had no C# code.
- Fixed a crash when an addon or external editor requested a symbol or code navigation while no script was open.
- Fixed a crash when editing shader global parameters in Project Settings.
- Fixed a crash when an addon requested an editor overlay redraw with no matching editor open.
0.2 alpha
alpha
June 24, 2026
Added support for Godot 4.7. GDstudio now comes in two editions, for Godot 4.6.3 and Godot 4.7.
- Fixed a crash when opening a panel in its own floating window after closing a scene tab.
- Fixed addons hard-crashing the editor when they accessed the script editor or 3D snap settings from a tool menu, autoload, or plugin button.
- Fixed the polygon editor failing to open with more than one scene open.
- Fixed addon calls that read the inspector or open a script doing nothing when no matching tab was open.
0.1 alpha 929
alpha
June 16, 2026
- Fixed a crash on startup in projects with an addon that adds a button to the toolbar.
- Fixed the editor relaunching into the same crash repeatedly when a crash happens during startup.
- Added GDScript print() output to the Logs tab.
- Added an unread indicator on the Logs tab when new errors or warnings arrive.
0.1 alpha 912
alpha
June 15, 2026
- Added a first-run setup that imports projects and editor settings from the Godot Editor installation.
- Updated the engine base to 4.6.3.
- Adjusted 3D gizmo updates to redraw deferred and coalesced instead of synchronously.
- Added a cache that keeps recently closed scenes so they reopen without reloading.
- Fixed addons that register bottom panels, 3D physics, gizmos, or custom node types so they work in the multi-scene editor.
- Updated popups, menus, tooltips, and dialogs to a unified frosted-glass style.
- Added the C# build action to the title bar.
- Fixed 3D collision shape selection so clicking the shape body selects it, not only the wireframe outline.
- Fixed the Shortcuts panel so all editor shortcuts register at startup and appear with no scene open.
- Added persistence for open documentation tabs so they restore with the editor layout.
- Fixed a crash when closing a scene while it was still loading.
- Fixed 3D freelook getting stuck when two 3D views are open side by side.
- Fixed a crash in the animation editor when an animation references a missing track.
0.1 alpha 556
alpha
May 21, 2026
- Layout system reworked. Detached windows now save and restore with the rest of your layout.
- Fixed some 2D/3D shortcuts not working.
- Fixed crashes related to the animation tool.
- Fixed the recents panel not registering all recent openings.
- Resource and scene loading is faster.
- Variant parsing is faster.
0.1 alpha 444
alpha
May 17, 2026
- Undo/Redo system is redone, now completely space dependent. Fixed many bugs where one space could affect another.
- Updated the core scaffolding to use memory safe concepts and handlers.
0.1 alpha 234
alpha
May 16, 2026
- Audio stream nodes no longer crash the editor.
- Reloading a scene with unsaved changes prompts before discarding them.
- Imported scenes show the read-only banner in the inspector again.
0.1 alpha 219
alpha
May 16, 2026
- Addon plugins now properly add custom menus to the editor.
- Addons no longer crash GDstudio.
- EditorPlugins reworked: multiple scenes can now use the same addon menus.
- Regrouped filesystem toolbar controls to put them closer to where you'd expect them.
- Fixed shortcuts being in conflict when more than one space is shown, now only active space does the shortcuts.
- Selecting Camera3D now correctly shows the Preview checkbox in the 3D viewports.
- New nodes appear in the scene tree immediately, instead of waiting for a save.
- Detaching spaces is now disabled if Multi-window is disabled.
0.1 alpha 92
alpha
May 8, 2026
- The + button on any pane opens a welcome tab. Picking a recent project, scene, script, or resource from welcome swaps the welcome tab for what you opened.
- Welcome shows your starred and recent files.
- New "Open Recent File" submenu next to "Open Recent Project".
- Ctrl+Shift+T reopens the most recently closed tab. Works for scenes, scripts, and help pages.
- The active drawer tab now has a soft card backdrop so the open panel reads at a glance.
- The drawer opens itself when something focuses a panel inside it (Show in FileSystem, Find in Files results, and so on), and remembers which tab you had open across closes.
- Resource editor flips to a vertical preview-on-top layout when the pane gets narrow.
- Saving a brand-new resource opens the file dialog instead of silently failing.
- A freshly-saved scene can be picked as the project's main scene without needing a project reload.
- Recents, dialog positions, debug toggles, and animation snap settings persist across editor sessions.
- Files added or changed outside the editor appear in the FileSystem dock automatically.
- Scene thumbnails are back: 2D and 3D scenes capture from the active viewport on save.
- Fix a crash when editing the same scene in both 2D and 3D side by side and toggling visibility, lock, group, or reparent.
- Fix layout for 2D scenes opened into a non-active pane: full-rect controls now use the project resolution.
- Fix the split dragger between LEFT or TOP zone panes being unresizable.
- Fix a crash when the debugger camera-override fires before any scene-edit space is focused.
- Fix a crash during initial filesystem scan in projects with in-editor autoloads.
0.1 alpha 18
alpha
May 5, 2026
- The scene tree scrolls to your selection when you jump to a node from filesystem, search, or another space.
- Physics and navigation pause while you're editing.
- Closing a space while it was still loading no longer crashes the editor.
0.1 alpha 2
alpha
May 5, 2026
First public release.
- Multi-space editor. Keep as many scenes, resource editors, settings panels, audio buses, and run/debug surfaces open as you want, side by side in the same session. Each one remembers its own selection, undo history, and dock arrangement.
- Split your layout. Any pane splits horizontally or vertically into more panes, in any combination. Drag the seam between two panes to resize. Your layout persists across sessions.
- Drawer. A collapsible strip on the side holds the filesystem, log, and other auxiliary panels, out of the way until you reach for them.
- Crash reports and feedback. If the editor crashes, a report uploads automatically with version and recent log so the issue can be looked at without you filing anything. A feedback panel lives in the editor for everything else you want to say.
Privacy Policy
Effective July 3, 2026. Operated by GDstudio.
This Privacy Policy explains what information GDstudio collects, why, and the choices you have.
Anonymous usage data
GDstudio sends anonymous usage events that help determine which features are used and what to prioritize next. Each event includes the version of the build you are running and the name of the event that occurred. No file contents, project data, source code, file paths, or personally identifiable information are included, and the data cannot be traced back to you as an individual.
It is enabled by default. You can disable it at any time in Editor Settings > Experience > Send Anonymous Usage Data. When it is turned off, no usage events are sent, and GDstudio operates with no loss of functionality.
Crash reports
If GDstudio stops unexpectedly, a separate window appears asking whether you would like to send a crash report. No crash information is transmitted unless you explicitly choose to send it.
If you choose to send one, the report includes technical details about the crash and basic information about your system. By default it also includes a snapshot of the editor, so the problem can be reproduced; you can turn that off before sending. Crash reports are used only to diagnose and fix the problem.
How this information is handled
The limited data described above is sent directly to GDstudio's own servers and is used only by GDstudio, for the purposes described above. It is not handed off to third-party analytics, advertising, or error-reporting services. GDstudio does not sell, rent, or trade your information, does not use advertising networks or third-party trackers, and does not perform device fingerprinting. No account, sign-in, or registration is required to download or use the editor.
Usage events are kept only as long as they are useful for the improvements described above.
Changes to this policy
This Privacy Policy may be updated as GDstudio evolves. When it changes, the revised version will be posted on this page with a new effective date. Continued use of GDstudio after a change indicates acceptance of the updated policy.
Contact
If you have any questions about this policy or how your information is handled, contact [email protected].
Terms of Service
Effective July 3, 2026. Operated by GDstudio.
These Terms of Service govern your use of GDstudio. By downloading, installing, or using the software, you agree to these terms. In plain summary before the detail: GDstudio is free, closed-source, and still in alpha; you are welcome to use it and to ship the games you make with it, but it is provided as-is, it can break, and you should keep backups of your work.
License to use
GDstudio is provided free of charge, including for commercial games and other projects you create with it. The games, assets, and content you produce are entirely yours, and nothing in these terms claims any ownership over them. GDstudio itself, including the software, its name, and its bundled assets, remains the property of its maker. You are granted a personal, non-transferable license to use the software. You are not granted access to its source code, and you may not resell it, redistribute it, or reverse-engineer, decompile, or otherwise attempt to derive its source. This license applies for as long as you comply with these terms; if you breach them, it ends automatically, and you must stop using GDstudio and remove it from your systems.
Alpha software, provided as-is
GDstudio is early-stage software offered on an "as is" and "as available" basis, without warranties of any kind, whether express or implied, including but not limited to fitness for a particular purpose, reliability, or availability. It may contain defects, may crash, may behave unexpectedly, and may lose or corrupt data. You are responsible for keeping backups of your projects and work. GDstudio may be changed, updated, or discontinued at any time without notice.
Limitation of liability
To the maximum extent permitted by law, the maker of GDstudio shall not be liable for any lost work, lost time, lost profits, data loss, or any indirect, incidental, or consequential damages arising out of or related to your use of, or inability to use, the software, even if advised of the possibility of such damages. You use GDstudio at your own risk.
Not affiliated with Godot
GDstudio is an independent editor built on top of the open-source Godot Engine. It is not made, endorsed, sponsored, or supported by the Godot Engine project or the Godot Foundation. Please do not direct questions, bug reports, or support requests about GDstudio to them; they are separate and are not responsible for this software.
Changes to these terms
These terms may be updated from time to time. When they change, the revised version will be posted on this page with a new effective date. Continued use of GDstudio after a change indicates acceptance of the updated terms.
Contact
Questions about these terms can be sent to [email protected].