Tough to hear. At a time it was the only company keeping Epic in check (after the horrors of UE3), probably the reason they had such an open and lax license for UE4.

I wonder if they're trapped in a Godot/Epic sandwich right now. I moved from Unity to Godot more or less and while it's not as good, and I'd not use it for commercial stuff (similarly, the Unreal Engine is for my purposes waaay too heavyweight/heavy-duty), it's probably eaten a lot of the good will/vibes audience that Unity enjoyed. (Also Epic donated 250k to Unity a few years ago - https://godotengine.org/article/godot-engine-was-awarded-epi... ). It might be the Godot side is insignificant, but I do wonder! Unity was and remains a cool engine on the whole, I think.

Isn't Godot pushing (though not mandating) users to utilise it's own little niche scripting language? Good luck switching industries with that experience...

GDScript is basically just a weird Python, but they also officially support C#, C, and C++. Also there are community-developed extensions for Rust and a few other languages. Also the C# support will be improving drastically with Godot 4.0 when they switch from Mono to .NET 6. You cam already build a preview version of Godot 4 with .NET 6 support if you do some tweaking, the work is pretty far along.

That said, most of the documentation and guides assume you're using GDScript or sometimes maybe C#.

The languages listed as "production ready" here[0] are Javascript, Lua, Nim, Rust and Typescript.

Also I would hesitate to call GDScript a weird Python. It shares some of Python's syntax, like significant whitespace, but beyond that it's a completely different beast.

There is an actual Python for Godot project[1] but I don't know how close it is to ready for prime time.

[0]https://github.com/Vivraan/godot-lang-support

[1]https://github.com/touilleMan/godot-python