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Why I'm building games with Godot in 2026
Godot 4 has quietly become the right tool for the kind of games StashGames cares about: small in scope, polished in execution, easy to ship to web and mobile from one codebase.
The combination of GDScript's iteration speed, the built-in HTML5 export, and a scene tree that scales down to a single-screen idle game is hard to beat. No engine fees, no editor licensing, no platform politics.
Over the next few releases I'll write up specific patterns I keep reaching for — autoloads as save managers, tween-driven UI animations, and the JavaScriptBridge tricks that make Godot web exports feel native.