Xogot: Godot for iPad & iPhone
Complete 2D & 3D Game Engine
Free · In-App Purchases
Xogot brings the full power of the Godot game engine to iPad — and now iPhone.
With a native mobile experience designed for touch, you can create, test, and share games wherever inspiration strikes.
And the best part? You can now use core Xogot functionality for free — start building games right away, no subscription required.
Whether you’re making a pixel-perfect 2D platformer, a roguelike deck-builder, or an immersive 3D world, Xogot gives you everything you need to create, edit, and share games — all from your iPad or iPhone.
Xogot makes game development fun, approachable, and fully mobile — no laptop required.
Build for 2D and 3D
- Make stunning 2D games with tile maps and a dedicated 2D engine, or dive into rich 3D worlds with advanced lighting and physics.
Start Fast with Templates
- Want to make an FPS, platformer, or RPG? Pick a ready-to-go template and have a playable game in minutes.
Learn as You Go
- Integrated API docs help you master game development step by step — no need to leave the app.
Works Seamlessly with Godot on Desktop
- Import projects from iCloud, USB drives, or GitHub (via Working Copy) and keep building on the go. Projects made in Xogot open in Godot on your computer, and vice versa — no lock-in.
Fully Native Mobile Experience
- Optimized for touch, Xogot supports Apple Pencil, Stage Manager, external monitors, and iPad multitasking — everything feels right at home.
Play with Controllers & More
- Test your games with Bluetooth controllers, keyboards, and mice for a full gameplay experience.
Open Source Runtime
- Xogot uses Godot’s open-source runtime, so you can distribute your games freely — no strings attached.
Take your game ideas from concept to creation — anywhere, anytime.
Terms of Service: https://xogot.com/terms-of-service
Privacy Policy: https://xogot.com/privacy-policy
more - Terrain3D should now also work for gameplay (before it would only be useful
for editing.)
- Kept OAuth login inside the app so Agent/iOS callbacks can land correctly.
- Region editor resize handles now stay stable when zooming.
- Improved editor interactions: full-scene click handling in the scene tree,
multi-select in Groups inspector, restored linked editing in iOS numeric
popover, and smoother drag-and-drop material preview behavior.
- Added the New Scene dialog “Other” root path and related autoload UX work.
- Better responsiveness for embedded instances by scheduling frame delays
through run-loop timers.
- Updated Version UI and related export/version wording for clarity.
- Over 12 visible bug fixes.
1.6.10 10 Sept
- Added a complete AnimationTree editor with blend-space, blend-tree,
state-machine, and clear editor-path support.
- Added a GraphEdit minimap with tap, drag, keyboard, and accessibility
controls.
- Improved debugger variables with nested trees, saved expansion state, change
highlights, Copy Value, and View As controls (#3148).
- Improved Input Map pages with clear keyboard and controller bindings, and kept
template import available on all pages.
- Added an in-game camera override control.
- Added formatted engine messages and detailed help for TileSet properties.
- Improved live report and console updates, and kept large reports responsive
(#3135).
- Over 23 visible bug fixes.
1.6.8 11 Aug
- InputMap definition got support for templates, we are shipping various presets for different kinds of games, and an import input map so you can just bring existing definitions from another project.
- The Asset Browser now has additional filters, details and you can hide assets.
- Added a gizmo-free Select mode and faster touch menus.
- Performance improvements: startup and the use of the inspector are faster.
- Added better support for resource scripts, external scene changes, and shared resources.
- Improved editor navigation - we now support temporary tabs, we now also restore shader tabs.
- Added an Output and Debug panel on iPhone, with better live-output scrolling and command history.
- Improved scene and resource editing with external-change reloads, shared-resource indicators, and clearer resource actions.
- Includes 60 user-visible fixes.
1.6.6 30 Jul
* New: Asset Placer for faster 3D scene building, including grid, surface,
vertex, spline, paint, scatter, MultiMesh, collision, material override.
* AssetBrowser will now automatically generate the thumbnails for your assets,
rather than requiring the user to manually reload each asset.
* AssetBrowser has been extended with support for Asset Zoo construction.
* Usability: Improved project importing with threaded loading, cancelable
progress, and smoother progress updates.
* Automatic saving: Added automatic scene saving around run, close, export,
focus changes, and script attachment. You can configure this option if you
would rather have full control of saving.
* Command Palette now has a command history.
* Context menu now always has a script node present, rather than being
contextual, and it will let you add/remove/extend without resorting to a
separate menu.
* Improved Font Import and Animation editing on iOS with better selectors,
platform navigation, glyph tapping, Pencil hover behavior, and clearer resize
affordances.
* Fixed 45 tracked user-facing bugs.
1.6.4 27 Jun
* Performance improvements: starting the editor is about 30% faster now and the
setting dialogs are faster and consume less memory.
* GameViewPad: now we surface the Game toolbar even when the game is not
running, allowing you to customize settings before you launch.
* You can now resize the time of an animation in the AnimationPlayer
visually, you do not have to type in a value.
* You can now copy entire values from categories and sections and paste them on
other categories/sections.
* We now have a macOS/iOS native GridMap placer UI, this replaces the Godot
GridMap placer.
* Shader Visual Debugging: Setting breakpoints on canvas_item shaders will now
show a preview of the texture being assigned at that point in time.
* Added support for plugins that registered controls on the toolbar.
* New: new advanced Font Importer settings UI is included.
* New MultiMeshInstance plugin written in SwiftUI, provides a convenient
prototyping UI for the multi-meshes.
1.6.2 16 Jun
This release brings the Godot 4.6 features to Xogot, along with many
iOS-specific improvements and a refreshed Learning Center.
### iOS
* More iOS native UIs: we have upgraded more Godot components to be iOS native
both large, like the Animation Tree Editor, small, including the Dependency
Editor, Material and Mesh inspectors, Texture Viewer, Emissions Mask, Camera
control, and audio inspector - plus small updates across the board for
consistency with the platform.
* The Embedded Game preview now supports configuring different stretching modes
when playing your game, in addition to the setting you chose for your game,
during this debug mode, we can stretch or fill the view.
* We now offer a visual representation of your masks and layers, as an
alternative to the numeric grid that we have used in the past.
* We brought Find and Replace across all files.
* The asset browser will now preview audio files and you can batch generate
previews for all assets directly from it. It is now also available on the
iPhone.
### Performance
This release further reduces battery consumption when idling, but we also
improved the performance of several key components of Xogot: the inspector,
scene pad and file pad were all subject of extensive updates to reduce busy work
with noticeable response times.
### Godot 4.6
In this release we are upgrading the Godot engine from 4.5 to 4.6, and this
brings many capabilities. Some of the most noticeable features include:
* A new inverse kinematics framework adds new IK modifiers, solvers, and
constraints for procedural 3D animation.
* Screen Space Reflections have been overhauled, with better visual stability,
roughness handling, and performance.
* 3D texture imports are faster, with some compressed textures importing twice
as fast.
* Mesh LOD generation has improved, helping distant 3D objects preserve their
shape better.
* Jolt Physics is now the default for new 3D projects, bringing a faster and
more robust physics backend while leaving existing project settings unchanged
* Rendering improvements include better glow blending, configurable AgX
tonemapping, lighter reflection and radiance probes, material debanding, and
improved HDR precision.
### Fixes
Over 57 bugs fixed since our last release.
1.6.0 4 Jun
AssetBrowser
We now ship with an asset browser that should make it easier to quickly select images, meshes, audio, fonts and work with them in the editor. This asset browser will also auto-tag your resources to help you find what you are looking for.
The inspector will now also show the tags for your resources.
### Improvements
* The ScenePad now accepts g:GROUP to filter out nodes that belong to the GROUP and the t:TYPENAME to show only nodes that belong to the type. This follows the same feature in Godot (#2020)
* Xogot now brings support for "Live Edit" allowing changes to your selected scene to be reflected live on your game. You can change the target on the new options menu on the debugger tab (#2551)
* Surfaced additional Audio Importer options, matching the latest features in Godot and improved the importer features to match the Godot behavior.
* Performance improvements to the AnimationPlayer
* Inspector: We now surface a SwiftUI-based Skeleton3D browser, instead of the Godot one, that should work better with touch input.
* Keyboard modifiers like shift, control, alt, meta are now propagated to the game and you can bind to those events.
* Pencil support: now if you hover over the timeline on the animation editor, the tracker will temporarily snap to that position, to help you tune your animations, inspired by Final Cut Pro.
* Adds support for editing sub-resources (#67)
* Lots of performance improvements to the UI.
### Small Usability Chnages
* Add Node now will show the type hierarchy in the inline documentation.
* iPhone: add scroll while in script editor during selection #2503
* iPhone: use a new bottom bar handler, which was previously preventing various sheets from being displayed (sheet-on-sheet issue). This should now be fixed, but it is a large change.
* Made the learning center buttons more consistent with other platform idioms.
* UI Improvements to the Theme Editor.
* Learning Center: will re-download images for tutorials if there are transient network errors. It also brings a small UI touch, when scrolling, it will automatically resize for easier browsing.
Over thirty-five bugs addressed.
1.5.8 7 May
* This release contains over 36 bug fixes for issues reported by our users or caught by crash reports which improves the reliability of Xogot
1.5.6 13 Apr
* Performance optimizations: using the new Instruments profiler, we have been
fine tuning our user interface to make it snappier - we improved the response
times on almost all interactions of the UI.
* Battery efficiency work: We have been hard at work profiling
Xogot and measuring the battery impact - we have addressed most of the idle
busy work that Godot was doing, and we have contributed those changes to
upstream Godot.
* AnimationPlayer: we brought support for the "Dummy Player" when using the
AnimationTree, brought Onion Skinning support, we display the current position
and allow it to be changed numerally, added cut and paste of keys across
players and you can now select keys across tracks.
* We have now support for @icon(#path) annotations.
* We now have a native Theme Editor replacing the Godot one
### Small Improvements:
* New Scene UI has been revamped to assist users with larger projects, you can
now search existing scenes, pick a project and we now use a sheet rather than
a small popup.
* We now track Godot's editor unfolding rules more closely.
* You can now launch your games without opening a new window.
* Functions that are targets of signals will now show an indicator in the text
editor like Godot on desktop does.
* 32 bugs that were either caught in the wild via crash reports or user feedback
were fixed.
1.5.4 28 Mar
* Learning Centre content has been fully localised, including localised captions for all videos.
* Major performance improvement to the scene pad, making switching between nodes significantly faster.
* Fixed more than ten crashes that were occurring in real-world usage.
1.5.2 20 Feb
This update delivers a major refresh to Xogot, combining a new Learning Center with the full power of Godot 4.5.1.
Learning Center
* New 2D and 3D videos, guided tutorials, and updated sample projects help you learn game development and get productive in Xogot faster
Editor & UX
* Stencil Buffer Support – Enable advanced rendering techniques with full stencil buffer capabilities
* Variants in Editor – Variants are now surfaced for direct inspection and editing
* Improved File Drag-and-Drop – Hold modifier keys while dragging files into the editor to quickly generate preload templates
GDScript Enhancements
* Variadic Arguments – Support for `*args` and `kwargs` in function signatures
* Abstract Classes & Methods – Define abstract base classes and enforce method implementation via the `@abstract` keyword
* Deep Copies – Full support for deep copying complex data structures
Animation System
* Bone Constraints – Add constraints to bones for more realistic and controllable character animations
Rendering Improvements
* Specular Occlusion from Ambient Light – More realistic lighting by occluding ambient specular reflections
* Bent Normal Maps – Improved indirect lighting with bent normal map support
2D & Tilemap
* Chunk Tilemap Physics – Optimised physics handling for large tilemaps via chunk-based collision detection
1.5.0 7 Feb
Fixes a crash that would occur when stopping a game
1.4.20 8 Jan
Scene tabs: you can now navigate scenes using tabs. This takes some vertical space, but is far more convenient than the previous menu-based switcher
iPhone navigation: iOS navigation has been updated to use TabViews and the new Liquid Glass search pattern, with search integrated into the Command Bar
This simplifies several navigation pain points on iPhone. Scene Editing, Code Editing, and Playing are now accessible from the bottom of the screen, and switching between 2D and 3D editors is easily reachable
The Command Palette in the Search tab has been significantly updated to improve the mobile experience
Precompiled shaders have been reintroduced, improving startup performance by reducing shader compilation
XogotShell no longer triggers the Command Palette when tapping the 2D/3D toggle. The document icon now opens it instead
The code editor now supports Arabic, Korean, and other international keyboards
New scenes are now created relative to the currently selected item in the File Pad
Improvements to the Polygon Editor in the Inspector
New scenes now default to the directory currently selected in the File Pad
iPhone: the keyboard accessory has been simplified. Copy and paste were removed, a new Hide Keyboard button was added, and undo/redo now share a single slot
Editor/Run configuration for Run Action On now supports opening output, opening the debugger, or none. The same options apply when stopping
Over 26 bug fixes across crashes and general editor issues
1.4.18 7 Jan
* Godot feature tags are now supported
* Numeric input controls have been upgraded
* Added a convenient "Download from GitHub" option to get started with a project
* Faster and more responsive texture preview panel
* Removed the "Swipe to Delete" gesture from directories due to low usage
* Over 38 reported bugs fixed
1.4.16 23/12/2025
* Improved encoding of paths when dragging scene pad nodes into the text editor
* GLTF Exporter now uses our numeric input pads to avoid opening the full keyboard
* Search in Files: Replace now automatically moves to the next match after performing replace
* Command Palette: filtered internal Godot scripts unavailable on iPad and added a new Find in Files command
* Command Palette: now available via Command-Shift-P for command search similar to VSCode, and spaces after ">" are ignored
* Added support for Godot’s dynamic path sections used in the Bone editor, making bone elements visible (#876)
* Added support for Godot’s Recovery Mode; if Godot crashes on startup, you can launch in recovery mode to restore your project (#1915)
* Support added for dragging and dropping multiple nodes into editors (#1896)
* Added support for gLTF 2.0 exporting
* Fixed a major memory leak when starting and stopping a game
* Over twenty-six bugs fixed
1.4.14 06/12/2025
* Support for External Displays: you can now run your game directly on an external display without manually moving windows. Works superbly with external controllers.
* Remote Scene View: toggle individual nodes and see them update live in the running game.
* Two taps perform Undo; three taps perform Redo.
* Godot’s default “Output” panel now has a configurable option in Xogot to avoid covering too much space on iPhone.
* AnimationEditor now supports negative key values.
* Inspector: the remote debugger can now fetch the contents of a tapped remote object.
* BottomBar animation has returned to full smoothness.
* New colour palette button in the code editor.
* iPhone UI improvements: sidebars open/close via edge pulls.
* Autoloads are now included in the free edition.
* Quick Open and Command Palette now show image previews.
* Keyboard: Control/Command + drag inserts an '@onready' variable.
* Keyboard: FilePad dragging inserts `preload("PATH")`, or `const VAR = preload("PATH")` on empty lines. Shift inserts or blocks UID based on version.
* XogotBeta (4.5): Variants can now be exported and typed.
* Animation Tracks can now be sorted.
* iPhone: tabs can now scroll without triggering a reorder.
* Script editing nodes now appear in the inspector.
* Inspector now supports typed dictionaries from Godot 4.4.
* Devices can now pair for remote debugging using pairing codes — no login required.
1.4.12 23/11/2025
* This release is purely a bug-fix update: prevents crashes when closing a project during the cleanup stage.
1.4.10 07/11/2025
* Faster loading of projects that do not come directly from iPad or iPhone storage (those you pick from the Files app).
* Animation Editor no longer slows down when you have too many tracks in your animation.
* TileMap editor and SpriteFrames editor will now zoom to crisp pixels instead of interpolating values.
* And over a dozen reported bugs have been fixed.
1.4.8 01/11/2025
* New: Remote Debugging on iPad and iPhone
You can now continue developing on one device and deploy your game to another.
Keep the debugger and inspector open on your development device while enjoying a full-screen experience on the target device — no editor UI in the way.
This is especially useful for testing iPhone games directly from an iPad.
To use this feature, make sure you’re logged in and that both devices are nearby.
They don’t need to be on the same Wi-Fi network. This feature is powered by Apple’s Multipeer Connectivity Framework.
For this feature to work, you must be logged in, and your devices must be
near each other — they do not need to be on the same WiFi network.
* Improved tile guidance – Xogot now provides clearer feedback when tiles from a texture are incorrectly configured. (#1841)
* FilePad – New directories are automatically selected after creation. (#1805)
* Output View – BBCode rendering is now supported. (#574)
* Inspector – Remote objects are now displayed. (#1224)
* Animation Player Editor – No longer zooms into non-Bezier tracks.
* Sprite Frame Editor – Added cut, copy, and paste support for sprite frames. (#1843)
* Plus dozens of bug fixes and performance improvements.
1.4.6 23/10/2025
* Numeric input will now use “,” as the decimal separator if you’ve selected this, and we’ve updated numeric input to also display Arabic-style numerals when your language is set to Arabic.
* Whilst editing Path3D objects, a new option has been added to the Path toolbar to control a node’s handles — this allows users with only touch input (no keyboard) to make full use of the feature.
* A new command (Command-Shift-J shortcut) now highlights the item being edited (text file or scene) in the FilePad, so you can quickly locate its environment.
* When editing a scene, we no longer display the project name in the toolbar — only the scene name — since the project name was taking up too much space and compressing important icons.
* The command palette is now available from the menus on iPads running iOS 18 even without a keyboard.
* The help entries in the command palette are now tappable and insert the action-triggering text directly.
* The Animation Editor now supports “Add Easing Keys” and selecting multiple keys.
* Support has been added for exporting a scene to a mesh library.
* On iPhone we have reordered the tabs to place more important items at the front; and when editing a single numeric value if you tap the “return” key it will now dismiss the sheet.
* When importing files via the system File Picker, if you pick files from multiple directories the hierarchy is preserved — making it easier to import 3D models that often ship with a “Textures” folder and colour maps alongside.
* We have refined the BottomBar/Output View controls so that the trash-can icon is easier to tap and the text alignment is improved.
* Clipboard operations are now supported in embedded Godot controls.
* In the AnimationPlayer we have improved the Bezier editor — as this requires more space, we now zoom in when selected so users can more easily edit values, and we auto-adjust the values in the view accordingly.
* The accessory bar now also includes the equals sign (#1711) — we had previously implemented this, but not merged the change — apologies for that.
* BottomBar resizing should now be faster since it follows your finger rather than animating the resize as you drag (#1824).
* More than 35 reported bugs and usability issues have been fixed.
1.4.4 20/10/2025
* New: Command Palette
This release introduces our new Command Palette. This is activated either with the Command-P shortcut, or from the "View" menu.
Our command palette incorporates ideas from MacOS' Spotlight and from VSCode's Command Palette. By default, it shows and searches your project files as you type doing fuzzy matching. If you are picking a text file, you can also append ':NUMBER' to directly go to a specific line on that file. For other files, they are opened in Godot's preferred location (either a scene is opened, or the current object is displayed on the property editor).
This file search also allows you to filter by kind (Scene, Script, Shader, Resource), and I hope to replace the existing "Quick Open" dialog with this one.
When editing a text file or a script the ":NUMBER" will take you directly to that line - and this will soon replace the existing "Go To Line" shortcut with this UI.
On a text file, you can also navigate to a symbol location by typing '@SYMBOL', and you can also quickly select a node, by using the "$" prefix.
Or you can run EditorScripts that your project has by typing ">" which will display all the available editor scripts in your project and you will be able to automate some of your work that way, without having to first select the script and then using the "Run Script" command.
And you can search documentation by using the "?" prefix.
* New: ShareSheet, it is now possible to share content to Xogot from various creator apps by selecting Xogot from their share sheets. Once this is done, the file is tranferred to Xogot, and when you switch back to Xogot, or open Xogot for the first time, you can place the file in their proper location.
* It is now possible to rename scene collections in TileSets.
* To better support iPadOS 26, when games are launched on a dedicated window, we now have controls to allow you to Pause/Stop the game there.
* Fuzzy text searching that is used on both the command palette and quick open now allow the " character at the start to mean "Do whole string matches, do nto use the fuzzy mode".
* Hitting a breakpoint will no longer resize the bottom part of the screen if you have the debugger pad open.
* Code Editor tabs can now be rearranged.
* It is now possible to use keyed animation that target resource properties in a node.
* The Output panel now has selectable text.
* Connect Signal dialog now select first node with script.
* Now also available in Italian, Czech and Dutch.
* The accessory bar now also includes the equal sign.
* We now show a small counter on the File menu when there is more than one scene opened.
* Improve UX for Dictionary/Array editing, will start pushing nested untyped arrays in NavigationStack rather than displaying sheet one over another.
* The Shader File menu now has a "New Shader" convenience menu.
* The iPadOS menu for Xogot settings now opens the app settings, instead of the OS provided settings.
* Many bug fixes and improvements.
1.4.2 29/09/2025
Xogot now supports iOS 26 and iPadOS 26 with full Liquid Glass integration!
• Import images directly from the new Image Playground
• Vastly improved iPhone layout with a slide-out Inspector
• Now available in 9 languages
• New “Reload Project” menu option
• Better performance and more sliders in numeric editors
1.4.0 11/09/2025
You can now use Xogot for free to build and run small projects. We're also making Xogot available on iPhone.
1.2.2 02/09/2025
You can now use Xogot for free to build and run small projects. We're also making Xogot available on iPhone.
1.2.0 02/09/2025
* Drag gestures in various editing fields react immediately, rather than waiting (numeric inputs mostly).
* Fixes some crashes when closing projects and going back to the main screen.
* Fixes double quotations being added when completing strings.
* Provides a workaround for the inspector that vanishes on smaller screen displays.
* Fixes support for recording Audio in Xogot.
* Scripts created from the FilePad will inherit object by default, and now templates for each type are available when creating new classes.
* Fixes a handful of crashes we detected on Testflight.
1.1.3 26/06/2025
- Terrain3D should now also work for gameplay (before it would only be useful
for editing.)
- Kept OAuth login inside the app so Agent/iOS callbacks can land correctly.
- Region editor resize handles now stay stable when zooming.
- Improved editor interactions: full-scene click handling in the scene tree,
multi-select in Groups inspector, restored linked editing in iOS numeric
popover, and smoother drag-and-drop material preview behavior.
- Added the New Scene dialog “Other” root path and related autoload UX work.
- Better responsiveness for embedded instances by scheduling frame delays
through run-loop timers.
- Updated Version UI and related export/version wording for clarity.
- Over 12 visible bug fixes.
more Version 1.6.10 10 Sept
Data Linked to You The following data may be collected and linked to your identity:
Data Not Linked to You The following data may be collected but it is not linked to your identity: