// the find
MakovWait/godots
Ultimate go-to hub for managing your Godot versions and projects!
Godots is a desktop GUI (plus CLI) for managing multiple Godot Engine versions and projects, replicating the look of Godot's built-in Project Manager but adding version pinning per project. It's for Godot developers who juggle several engine versions across projects and want one launcher instead of manually tracking binaries in folders.
It covers the full workflow, not just downloads: pulling official releases, registering custom local builds, binding a specific engine version to each project, and launching/editing directly from that binding. The CLI (src/cli) mirrors the GUI functionality, so it's scriptable rather than being a GUI-only toy. It ships real packaging for all three desktop platforms including community Flathub and AUR packages, which is a decent signal of actual adoption outside the dev's own machine. The theming system plugs into Godot's own theme resources instead of inventing a separate skinning format, which is a sensible reuse of an existing, well-understood format.
There's no test directory anywhere in the tree and the only GitHub workflow is create-release.yml — no CI running builds or checks on PRs, so regressions depend entirely on manual QA. It's written in GDScript and run through the Godot engine itself, which means the tool for managing Godot installs bundles a full engine runtime just to manage a project manager UI — heavier and slower to start than a native equivalent would be. GDScript's dynamic typing and the addon-heavy structure (gd-plug, use-context, custom XML parser) make the codebase harder to statically verify than if this were built in a language with a real type system. Cross-platform file system assumptions (quarantine flag removal on macOS, binary permission handling on Linux) are the kind of edge cases that tend to produce platform-specific bug reports once usage grows beyond the maintainer's own OS.