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TileMapLayer3D icon image
DanTrz
TileMapLayer3D

Version 0.5.0 - New UI, Toolbar and Data model (If you use versions before 0.4, this will break old scenes). Migrate to 0.4 first then to 0.52D to 3D level and asset Creation. Inspired by the 2D TileMapLayer node. This Plugin allows you to create 3D levels with 2D Tiles and Textures.You can paint and erase as you would in a full Tiling and Level creation system.It supports Collision and exporting the Level and Assets as separate meshes.Allows tiling across all 3D axis, with a perfect grid-based structure.You can also create Objects and reusable assets with this plugin.Auto-tiling is stable, but Requires 3x3 (minimal) TileSet with 47 Pieces (uses same Terrain configuration as TileMapLayer nodes for 2D)0.4.0 new Features (Please backup your work before updating - some breaking changes)-BOX & PRISM Mesh Modes - 3D tiles with configurable depth-SpriteMesh Integration - Generate standalone 3D meshes from tile selections-Backface Painting - Double-sided walls for interior/exterior rooms-Spatial Chunking - 50x50x50 unit regions for better performance with 50,000+ tiles-Columnar Storage - ~47% smaller scene files with sparse data storage-Auto-Migration System - All old scene formats automatically upgraded (see GitHub for migration instructions)-Enhanced Collision - Binary export and BOX/PRISM support-18 Orientations - Base 6 + 12 tilted variants for ramps/slopes-UI/UX Improvements - SelectionManager, state persistence, defensive resets- Integration with SpriteMesh (https://github.com/98teg/SpriteMesh)** by [98teg] also under MIT

Horror Survival Game Project icon image
boqsc0
Horror Survival Game Project

Horror Survival Game Project (HSG) (0.0.0.0)First Person Sandbox Hybrid Voxel Survival Game Project.Technology: Marching Cubes, Greedy Meshing, GDExtension.Languages: GLSL Shader, GDScript, C++Support: Windows 10, 11. (Vulkan, Directx 12)Minimum requirement: ⠀GPU: NVIDIA GeForce GTX 1060 with Max-Q Design⠀Storage: ~1GB (285 MB before assets import trigger)Project Author: BoQscYear: 2026Check the credits.txt file for license of each asset.Project and code is under CC0 license.To have a smoother playing: Press Play Button from the Godot Project List instead of running from the opened project. I have feeling that Godot Editor tries to add unnecessary things to the runtime that might be producing performance spikes.When you run from the Godot Editor (F6), it attaches the Debugger, Remote Scene Tree, and Profiler. This significantly slows down multithreaded generation.After download of this project you have to trigger the assets import to start playing, this is done by first-time opening/editing project. To check if this project would perform well on your hardware: you might compare to this GPU benchmark.https://gpu.userbenchmark.com/SpeedTest/325746/NVIDIA-GeForce-GTX-1060-with-Max-Q-Design___Project with precompiled shaders ready to play (No reimport)https://github.com/BoQsc/gpu-marching-cubes/releases/download/latest/pre_imported_asset.zipProject with latest source code (Needs reimport)https://github.com/BoQsc/Horror-Survival-Game-Project/archive/HEAD.zip ___HSG is a Zombie Sandbox Survival game.Procedural volumetric terrain.The game features volumetric terrain instead of heightmaps. If you have a 3D grid of density values (voxels)—where some points are "solid" and some are "empty"—marching cubes is the algorithm that "marches" through that grid and generates the actual polygonal mesh (triangles) that your GPU can render.

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