The more mature Godot becomes, the weirder it's going to seem that they don't support consoles. Godot clearly wants to compete seriously with Unity at least in the indie game dev space, I don't see how you do that without a decent console solution. If Monogame can do it, I don't see why Godot couldn't. Steam Deck could help for sure, but it's a big ask Since Godot can't really go the console route, though, they basically need to do the work of figuring out how their users can make enough money on just web, mobile, and/or desktop, and then articulate and successfully sell that solution to them. If you want mass adoption, you need to make it financially viable for commercial indies to use your engine, and good luck convincing those people if they know they need to hire a 3rd party company to port to consoles. Or Defold, since it is really nice and at least can target Switch.Īnd I would choose Unreal or Unity or maybe even Cocos Creator (which recently added Switch support) for a 3D project for the same reason. I would choose GMS2 or Unity over Godot for a 2D commercial indie project even though GML is worthless on a resume and Unity has all the Unity problems, because they build to all the consoles. This is the main and only major thing that is holding Godot back from mass indie adoption.
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