Godot 4.7 RC2 🎮, Physics Boost ⚙️, Game Marketing 📈

Jun 11, 2026

🧱 Engine & Tech Updates

Godot 4.7 RC2 Lands: Final Fixes Before Stable Release

Godot 4.7’s second release candidate is out, signaling that the final 4.7 stable build is close—barring any newly discovered show-stoppers. This RC2 build targets a handful of high-impact regressions, tightening up 2D behavior, AnimationTree robustness, core threading, and build pipelines while keeping risk low at this late stage. You can grab standard or .NET builds for Linux, macOS, and Windows, or try the Web, XR, and Android editors. The team urges developers to stress-test projects, report regressions, and support Godot’s non-profit development through donations.

Real Fake Interiors: Zero-Geometry Parallax Rooms for Unity

Real Fake Interiors is a Unity shader + baking tool that fakes fully furnished rooms behind flat surfaces using a single texture set and no extra geometry or draw calls. It raymarches baked depth data and blends a cubemap at runtime to create convincing interior parallax across Built-in, URP, and HDRP. You supply the room assets, press bake, and tune texture detail and parallax steps to balance GPU cost against visual quality.

⚙️ Performance & Polish

Simple Unity Script That Halved My Physics Cost (40 → 90 FPS)

When you have thousands of rigidbodies in Unity, the physics engine happily simulates them all—even the ones your players can’t see. This tutorial introduces a super simple manager script that caches every non-kinematic rigidbody and only simulates ones within a set radius of each player, switching distant ones off. The result: going from ~40 FPS to ~80–90 FPS on a laptop in a real scene. It’s multiplayer-ready, trivial to implement, and ideal for any chaos-filled physics game.

From Wishlists to Tags: How to Do Real Market Research for Your Game

Publishing producer Claire Barilla lays out a concrete, DIY process for indie market research on Steam. She shows why focusing only on breakout hits creates “success bias,” and how to instead build a 10-game comp set across top, mid, and low performers. Using SteamDB, tags, wishlists, demo CCUs, and player countries, she explains how to set realistic KPIs and shape your tagging, localization, and feature set. It’s a fast, practical blueprint you can run in a few hours.

📈 Marketing & Launch Wins

How Forbidden Solitaire Hit #1 on Steam With No Publisher

Forbidden Solitaire, a retro FMV horror card game, became a surprise Steam hit—topping New & Trending Demos and selling over 22,000 units—without a publisher or ads. In this talk, Helen Carmichael breaks down the entire campaign: launching a Steam page with just a concept, entering dozens of festivals, seeding rough demos to horror streamers, and stacking social-proof milestones. She shares hard numbers, timelines, and tactics that took the team to 70,000+ wishlists by launch.

From Wishlists to Virality: Running Effective Influencer Campaigns for Your Game

Abi from Future Friends Games shares a practical, numbers-backed guide to influencer marketing for indie games. She explains why genre-relevant mid-sized creators often outperform megastars, highlighting how one Soulslike YouTuber generated 10,000 wishlists in a single day. The talk walks through campaign beats, essential tools for scaling outreach, and how to spot fake creators. It’s a concise playbook for turning creator relationships into real visibility and sales.

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