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Phazorknight/Cogito

★ 1,717 · GDScript · MIT · updated Mar 2026

Immersive Sim Template Project for GODOT 4

Cogito is a first-person immersive sim starter kit for Godot 4 — think Thief/System Shock mechanics in template form. It ships with a working demo level, inventory, interactions, NPC, save/load, and menus out of the box. Aimed at solo devs or small teams who want imsim mechanics without building them from scratch.

The component-based interaction system is the right call — you attach components to objects rather than subclassing everything, which keeps the architecture flat and avoids the deep inheritance mess most Godot game templates fall into. The player controller covers the full imsim checklist (sprint, crouch, slide, ladders, stairs, bunnyhop) with exposed properties, which saves weeks of iteration. Save/load and scene persistence are included and working, which is usually the part that breaks halfway through a project. The attribute system doubles as both health/stamina and RPG stats with HUD integration, and interaction checks against attributes (you can only carry the box if strong enough) — that's the kind of systemic thinking imsims need baked in early.

The repo has moved to Codeberg and this GitHub mirror is effectively dead — last push was March 2026 but the real development happens elsewhere, so anyone who forks this is starting from a snapshot. The NPC AI is NavigationAgent + detection areas with basic line-of-sight, which is fine for a template but will need a complete rewrite for anything beyond patrolling guards. The systemic properties system (wet/dry, flammable) is explicitly marked very WIP and is the feature that would actually make it an imsim rather than just a first-person template — without it you're missing the environmental interaction chain that defines the genre. No multiplayer support and the architecture doesn't seem designed with it in mind, which isn't a problem unless you need it.

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