Free and open source 2D and 3D game engine for Windows PC

Godot Engine (64-bit)

Godot Engine 4.1.2 (64-bit)

  -  52.5 MB  -  Open Source

Sometimes latest versions of the software can cause issues when installed on older devices or devices running an older version of the operating system.

Software makers usually fix these issues but it can take them some time. What you can do in the meantime is to download and install an older version of Godot Engine 4.1.2 (64-bit).


For those interested in downloading the most recent release of Godot Engine (64-bit) or reading our review, simply click here.


All old versions distributed on our website are completely virus-free and available for download at no cost.


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  • Godot Engine 4.1.2 (64-bit) Screenshots

    The images below have been resized. Click on them to view the screenshots in full size.

    Godot Engine 4.1.2 (64-bit) Screenshot 1
  • Godot Engine 4.1.2 (64-bit) Screenshot 2
  • Godot Engine 4.1.2 (64-bit) Screenshot 3

What's new in this version:

- 2D: Fix Camera2D crash when edited scene root is null
- 2D: Fix CanvasModulate logic for modulating the canvas
- 3D: Fix VoxelGI saving VoxelGIData as a built-in file when prompted to save to an external file
- 3D: Change property hint range for camera attributes exposure multiplier
- 3D: Fix Curve3D baking up vectors for nontrivial curves
- Animation: Fix Animation::subtract_variant for affine transforms
- Animation: Fix AnimationNodeTransition with negative time scale
- Animation: Remove animation tracks with correct indices
- Audio: Fix audio stream generators getting freed accidentally
- Buildsystem: Allow unbundling OpenXR (for Linux distros)
- Buildsystem: Disable C++ exception handling (off by default in 4.1)
- Buildsystem: macOS: Fix builds with XCode 15
- Buildsystem: MSVC: Pass build options configuration to Visual Studio projects
- Buildsystem: MSVC: Make incremental linking optional
- Buildsystem: MSVC: Enable /WX on LINKFLAGS with werror=yes
- C#: Fix deserialization of delegates that are 0-parameter overloads
- C#: Add missing useModelFront parameter to GodotSharp Basis and Transform
- C#: Hide hostfxr not found error
- C#: Fix compatibility with Visual Studio 2022 for macOS
- Core: Fix range error for Array.slice
- Core: Fix byte to float color conversion in DisplayServerWindows::screen_get_pixel
- Core: Fix recursion level check for array stringification
- Core: Fix global transform validity for Node2D and Control
- Core: Fix recursion level check for VariantWriter::write() with objects
- Core: Fix string conversion for -0.0 float values
- Editor: Fix history mismatch
- Editor: Improve resolution of script type icons
- Editor: Don’t use splash minimum display time in editor
- Editor: Automatically add path to built-in scripts
- Editor: Use ui_text_submit instead of ui_accept to confirm and close text prompts
- Export: Fix Windows console wrapper and icon being swapped
- GDExtension: Fix version check for GDExtension
- GDExtension: Fix overriding _export_begin, _export_file and _export_end from GDExtension
- GDScript: Fix conflict between property and group names
- GDScript: Properly track extents of constants
- GDScript: Fix POT generator crash on assignee with index
- GUI: Fix Tree performance regression by using cache
- GUI: Fix root_node_layout_direction project setting being incorrectly exposed as a range
- GUI: Fix CodeEdit completion being very slow in certain cases
- GUI: RTL: Improve performance by using list iterators for item/paragraph removal
- GUI: Enable transparent background for GUI tooltips
- Import: Use image index instead of texture index for source_images
- Input: Prevent double input events on gamepad when running through Steam Input
- Input: Android: Set echo property for the physical keyboard events
- Navigation: Fix NavigationObstacle2D debug position
- Navigation: Fix NavMesh map_update_id returning 0 results in errors
- Network: Prevent crash when accessing Node Multiplayer from thread
- Network: ENet: Better handle truncated socket messages
- Network: ENet: Properly set transfer flags when using custom channels
- Network: Web: Always return -1 as body length in HTTPClientWeb
- Particles: Add motion vector support for GPU 3D Particles
- Porting: Fix file permissions for the web platform (affects every Unix-like platform)
- Porting: macOS: Fix uncapped frame rate for windows in the non-active workspaces
- Porting: Web: Fix JavaScriptBridge.eval() never returning PackedByteArray
- Rendering: Enable depth writes during shadow pass and depth pass, disable during color pass
- Rendering: Fix motion vectors being corrupted when using precision=double
- Rendering: Remove GPU readback from NoiseTexture3D.get_format()
- Rendering: Clamp Volumetric Fog Length property to prevent rendering issues
- Rendering: Propagate error correctly when max texture size for lightmaps is too small
- Rendering: Add half-pixel offset to lightmapper rasterization
- Rendering: GLES3: Reset anisotropic filtering when changing texture filtering mode
- Rendering: GLES3: Fix multimesh rendering when using colors or custom data
- Rendering: GLES3: Fix memory access error for MultiMesh
- Rendering: Vulkan: Fix texture update
- Rendering: Vulkan: Fix crash with many Omni/SpotLights, Decals or ReflectionProbes
- Shaders: Allow more hint types for uniform arrays
- Shaders: Fix shader type detection
- Shaders: Fix Shader and ShaderInclude resource loading
- XR: Fix issue with accessing hand tracking without timing info
- XR: Ensure OpenXR classes are declared properly
- Thirdparty: FreeType 2.13.2, ICU4C 73.2, libpng 1.6.40, libwebp 1.3.2, mbedtls 2.28.4, miniupnpc 2.2.5, openxr 1.0.28, tinyexr 1.0.7
- As well as many improvements to the documentation