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Why You Should (and Shouldn’t) Use Godot in 2026

1.9K views· 25 likes· 11:23· Feb 9, 2026

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About This Video

In this video I answer the question I keep getting: should you keep using Godot in 2026, or should you look at other engines? I start by showing one of my own Godot course projects (a simple game where you jump, move, and dodge vehicles) because it’s the easiest way to explain what Godot does really well and where it can bite you later. On the “why you should” side, I talk about Godot’s simplicity: the editor is beginner-friendly and GDScript feels super close to Python, so you can go from zero to a playable project in days. I also cover Godot’s fast growth (I reference the GMTK Game Jam stats) and why that matters for the future. And of course, I explain why open source is a massive deal: Godot is free, donation-driven, and you don’t wake up one day to surprise pricing changes like we’ve seen elsewhere. On the “why you shouldn’t” side, I’m very direct: today the industry standard is still Unity, and Godot jobs are rare if your goal is studio work. I also explain the “oversimplicity” problem—no real private/public access control, no true built-in singleton pattern, and GDScript still catching up on advanced features (like interfaces and recently-added abstract support).

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