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Godot 4.7 Ships With Desktop HDR Output, an AreaLight3D Node, and a Rebuilt Asset Store

The open-source game engine's June feature release adds HDR output across five platforms, rectangular area lights, wasm64 web exports, and a new Asset Store.

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Overview

Godot, the free and open-source cross-platform game engine, released version 4.7 as the 4.7-stable tag on June 18, 2026, according to the engine’s GitHub releases page. The release, nicknamed “Lights, Camera, Action!”, leads with high dynamic range output for desktop and several other platforms, a new rectangular light node, and a rebuilt asset marketplace, per the official release page.

Godot frames 4.7 as a standard feature release. “Godot 4.7 is a feature release improving upon the previous version in many aspects, such as usability and performance,” the project notes on its GitHub releases page, adding that feature releases “contain new features, but preserve compatibility with previous releases.”

What We Know

HDR output arrives on desktop

The headline change is high dynamic range output. “HDR output has been made possible for Windows, macOS, iOS, visionOS, and Linux (Wayland) in Godot 4.7,” the official release page states. XDA Developers reports the Linux support is limited to Wayland and “not X11.”

The engine already computed lighting in HDR internally; what changed is the ability to display it. As XDA Developers puts it, “Godot has internally rendered lighting in HDR for a long time, but the full detail can’t be seen with the existing SDR output mode.” The Godot team described HDR as “the posterchild for 4.7 overall” in its beta 1 dev snapshot.

A dedicated rectangular area light

Version 4.7 introduces AreaLight3D, a node that renders, in the words of the official release page, “real-time light from a rectangle in 3D space.” XDA Developers describes it as “a new AreaLight3D node for creating realistic-looking rectangular lights” suited to “TV screens, billboards, and lights coming through windows.”

A new Asset Store and other tooling

The long-standing Asset Library has been replaced. “The brand new Asset Store has launched,” GamingOnLinux reports. The official release page lists improvements including asset ratings, zoom preview images, and background threading for browsing.

The release also adds VirtualJoystick, a built-in node for touchscreen input. The official release page says it ships with “3 operation modes: ‘Fixed’, ‘Dynamic’, and ‘Following’.” Other additions noted by GamingOnLinux include “a new DrawableTexture2D API to easily draw on a texture,” “Vulkan subsampled images” that improve foveated rendering performance, picture-in-picture support, and “initial touch support for Wayland on Linux.” On the web side, the beta 1 dev snapshot notes the release will “enable wasm64 support on web builds.”

New platform targets

Godot 4.7 extends to two new hardware targets. The official release page says the engine is “production-ready for the Steam Frame, planned to release this summer,” and GamingOnLinux lists “Steam Frame and Android XR support” among the release’s additions.

Scale of the release

The official release page credits “well over 300 contributors” with “over 1,600 pull requests” for the feature release. By the time of beta 1, the project had already logged a substantial portion of that work: “309 contributors submitted 1265 fixes since the release of 4.6-stable,” according to the beta 1 dev snapshot.

What We Don’t Know

The sources reviewed do not detail performance benchmarks for the new HDR pipeline or AreaLight3D against existing lighting workflows, nor do they specify a firm ship date for the Steam Frame hardware beyond “this summer.” The breadth of third-party asset migration to the new Asset Store, and how existing Asset Library content carries over, is also not covered in the release materials examined here.