The Workshop

Godot 4.8 beta 1 arrives with 1,523 fixes and a .NET 10 requirement

The official Godot Engine logo with the Godot wordmark
The Godot Engine logo. Godot 4.8 beta 1 was released on 15 October 2026. Logo by Juan Linietsky, Ariel Manzur and contributors, CC BY 4.0. — Godot Engine logo, Juan Linietsky, Ariel Manzur and contributors, CC BY 4.0 (CC-BY-4.0). Source · Image rights · CC-BY-4.0

The Godot team released Godot 4.8 beta 1 on 15 October 2026, two weeks after the feature freeze in dev 7 that we covered in our September–October digest. The post, by Thaddeus Crews, says 340 contributors have submitted 1,523 fixes since Godot 4.7 was released, 196 of them from 87 contributors since dev 7. With 4.8 “fully in feature-freeze”, developer time has moved entirely to finding and fixing regressions. No date has been given for the stable release.

The team calls the build “a pre-release piece of software” and recommends backups or version control for anyone testing it on a real project. It asks developers to test 4.8 on their own projects and report regressions, and invites volunteers to join its bug-hunting sprints.

Rendering, editor and physics features in 4.8

The beta post rounds up the cycle’s main features by area, some of them already in earlier snapshots. Among those developers are most likely to notice:

  • Rendering: multi-bounce ambient occlusion, directional lightmap specular, texture streaming by mip level, screen-space contact shadows, alpha-preserving mipmaps and animated decals.
  • 3D: a new Trail3D node.
  • Editor: redesigned Game, 2D and 3D toolbars, main screens converted to docks, pseudolocalization for testing translations, “Play Scene” from the FileSystem menu, editing CanvasItems in the running game and experimental project-wide symbol renaming.
  • Core and GUI: fuzzy search, cleaner object serialization for version-control diffs, labels that resize text to fit and sticky Tree items.
  • Input and physics: touch support for text editors, tab bars and popup menus, and physics queries that do not allocate memory.
  • Shaders: node groups in the Visual Shader editor.

.NET 10, split macOS builds and other platform changes

Some changes affect how projects are built, not only what they can do:

  • .NET: the C# build of Godot 4.8 requires .NET 10.0 or newer, up from .NET 8.
  • macOS: official binaries now ship as separate builds for each processor architecture by default. Universal packages are still available.
  • Android: the editor can download and manage the Android SDK and Java SDK automatically.
  • Apple XR: visionOS support now exists as an engine module, which the post says lays groundwork for tvOS.
  • Windows: desktop toast notifications no longer need WinRT or C++.

For studios using C#, .NET 10 is the main decision point: a project still pinned to .NET 8 will need to upgrade its toolchain before it can move to 4.8.

Breaking changes to read before upgrading

The post also lists breaking changes, including a change to LookAtModifier3D.is_interpolating(), a change to the sky shader’s SCREEN_UV built-in in the Compatibility renderer, and the removal of undocumented script-only enter_world callbacks. Teams planning to move from 4.7 should read the full list of compatibility-breaking pull requests linked from the post.