Humble Bundle Godot 🎮, Unity Roadmap 🧭, Bye IronSource 💸
🎁 Deals & Tools for Game Devs
New Godot Humble Bundle, Ovani Audio, and More Dev Deals
A new wave of Humble Bundles is aimed squarely at game developers, led by the “Learn to Make Games in Godot by GameDev.tv” bundle for Godot 4 covering 2D, 3D, RPGs, C#, shaders, and Blender workflows. Alongside it are fresh Ovani “Decibel Domination” music and SFX packs, plus major Unity/Unreal and Synty sci-fi asset bundles. The post also flags which Ovani packs are truly new and links to guides for legally exporting assets between Unity, Unreal, Godot, and Blender, plus a companion video breakdown.
Unity’s 2026 Roadmap: CoreCLR, ECS for All, and Faster Play Mode
Unity is retiring Mono and moving to a modern .NET/CoreCLR runtime in Unity 6.8, bringing .NET 10, C# 14, a faster GC, and a shared base class library with IL2CPP. To prepare, Unity will ship new lifecycle APIs, make Fast Enter Play Mode the default, and modernize serialization and APIs. In parallel, “ECS for All” will deeply integrate Entities so GameObjects effectively become Entities, with unified transforms and a new Hierarchy that mixes GameObjects, Worlds, and Subscenes. Together, these changes aim to boost performance and iteration speed without leaving existing projects behind.
📈 Business & Monetization Shifts
Unity Shuts Down IronSource Ads Network, Looks to Sell Supersonic
Unity is making major cuts to its mobile business, sunsetting the IronSource Ads Network by April 30, 2026 and putting its Supersonic mobile publishing label up for sale. Supersonic has published 130+ titles with an estimated 6.6 billion downloads and 190 million monthly active users. These moves follow leadership exits and layoffs after the 2022 IronSource merger. Unity says the shake-up will streamline operations and drive faster revenue growth.
Riding the Silksong Hype: How CONSTANTS Became a Breakout Debut
A first-time team, inspired by Hollow Knight, somehow turned their debut Metroidvania CONSTANTS into a 67,000‑copy success story. In this in-depth interview, Sebastian Drew(s) breaks down the risky decision to market around Silksong, the brutal reality of Steam reviews and scores, and how limited QA shaped the final game. He also opens the Unity project to show their grid-based level design, Z-depth parallax setup, and messy-but-real production pipeline. It’s a rare, honest look at what “successful” indie launch actually feels like.
🛠️ Zig Internals
Zig, Headers, and API Surfaces: Having Your Cake and Eating It
Porting some C-style C++ to Zig leads the author to a surprising realization: they miss header files. Zig’s inline `pub` model makes exporting easy, but it forces consumers to wade through full source files to see what a module actually exposes. The post argues that many modern languages quietly favor maintainers over API consumers. Using Zig’s built-in parser, the author builds an auto-generated, header-like “API surface” file that restores a clean overview without sacrificing Zig’s ergonomics.