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Defold
Defold
from Wikipedia
Defold
Original authorsChristian Murray, Ragnar Svensson
DeveloperDefold Foundation
Stable release
1.11.1[1] Edit this on Wikidata / 7 October 2025; 14 days ago (7 October 2025)
Repositoryhttps://github.com/defold/defold
Written inLua, C++
MiddlewareBox2D
Operating systemWindows, macOS, Linux
PlatformWindows
Linux
macOS
HTML5
iOS
Android
Nintendo Switch
PlayStation 4
PlayStation 5
Size300 MB (Editor) 976 kB (Build)
Available inEnglish
TypeGame engine
LicenseDefold License (Source Available)[2][3]
Websitedefold.com

Defold is a cross-platform, free, and source-available game engine developed by King, and later the Defold Foundation.[4][5][3][6] It is used to create mostly two-dimensional (2D) games,[7] but is fully capable of three-dimensional (3D) as well.[8][9]

Defold is a downloadable desktop app, and ships with its own embedded IDE. Defold targets desktop, mobile, web, and console platforms. Defold is free-to-use and is source-available.[4][8][10] Defold has over 30,000 users, and has been used to publish over 100 games.[11] Exported games with Defold typically use less than 100kB RAM[12] and very small bundle sizes, less than 2 MB,[13] due to the Engine's modularization and efficient core.[11][14]

Features

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Defold uses Lua for scripting,[12] but also allows native extensions, written in C, C++, and target-specific native languages. Defold projects are organized as collections, which consist of a hierarchy of game objects containing in-game entities. Scripting between game objects is handled using the message-passing paradigm, which allows scripts to intercommunicate in call-response and event-based models.[15] Defold's IDE natively supports in-editor Git tracking.[16][17]

Supported platforms

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The Defold editor can be run on three platforms and natively supports targeting eight platforms.[4] Defold supports exports for:

The editor is currently supported on:

  • Windows (Vista or newer; 64-bit)[4]
  • macOS (11 Big Sur or newer)[4]
  • Ubuntu (18.04 or newer; 64-bit)[4]

Scripting and editor

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Users communicate with the engine via a Lua API.[15] LuaJIT is used on all platforms except HTML and just-in-time compilation is enabled on permitted platforms. Users can extend the engine using C, C++, Java, Objective-C, and JavaScript for platform-specific or more performant code. In addition, the community maintains TypeScript[20] and Haxe[21] bindings. Scripts are platform-agnostic.

The editor includes a visual scene editor, debugger, asset management, tilemap editor, and all templates required for bundling the game.[15] Newer versions support hot-reloading, to make changes to assets and scripts without rebuilding the project.

Rendering

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The render pipeline can be customized via a render script API, which can be translated into OpenGL, OpenGL ES, Vulkan,[22] or Metal (via MoltenVK) depending on the user's needs. Shaders can be written in GLSL for various post-processing effects.[15]

Engine extensions

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Defold has support for extensions, which are plugins that extend the engine, where users can integrate auxiliary solutions into their projects. There are libraries for simplifying game systems, interacting with hardware, and integration with third-party software. Both the Defold Foundation and the community host their extensions on the Defold Asset Portal.[23]

History

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Defold was created in 2008[24][25] by Christian Murray and Ragnar Svensson[4][26] as a side-project while they were working at Avalanche Studios, and later as a full time business before being acquired by King in 2014.[4] Defold was developed and used internally at King for a few years before the decision was made to make Defold available to developers outside of King.[8][27] The announcement and release of Defold as a free to use game engine was made at the Game Developers Conference in San Francisco in March 2016.[28] Some mobile developers expressed concern about King's long term intentions for the engine, as well as the lack of a clear business goal.[29] Development has continued with bi-weekly[12] incremental releases of the engine and editor, with a major milestone being the release of the new editor in 2017.[14] Defold was nominated for best engine in the 2018 Develop Awards, the 2018 and 2019 Mobile Games Awards.[30][31][32]

In 2020, the Defold Foundation was established to oversee the development and stewardship of the engine, ensuring its independence from any single entity.[4] In the process, the source code for the engine was made public.[33] King released the source on GitHub as open source game engine, but community of developers questioned the choice of license, as it was initially unclear. Many assumed it was released under an Apache 2.0 - popular open source license. However, King had used a custom license that prevented commercialization of the Defold editor, so that Defold would always remain free for developers to use, calling into question whether it could be considered open source as defined by the Free Software Foundation and the Open Source Initiative.[10][5][34] Shortly after, Defold added support for Nintendo Switch target platform exports.[35]

Licensing

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Defold is released under the "Defold License", derived from the Apache License, Version 2.0. The engine is "source available" and developers can access the engine's source code on GitHub.[3] The "Defold License" license permits any use of the code except for the sale of the Defold engine itself, but games made can be distributed freely, without royalties or restrictions.[34][9]

Funding

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The Defold Foundation is funded entirely by community donations and corporate partnerships.[3][36] The Defold engine is maintained by both the Defold foundation and open source developers.[37][38][39]

References

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[edit]
Revisions and contributorsEdit on WikipediaRead on Wikipedia
from Grokipedia
Defold is a free and source-available primarily designed for developing 2D games with support for 3D features, utilizing as its and targeting cross-platform deployment on consoles (such as /5 and ), desktops (Windows, macOS, ), mobiles (, Android), and web (). Originally created in the early as a side project by developers Christian Murray and Ragnar Svensson while working at Avalanche Studios, Defold evolved into a full-time venture before being acquired by (the company behind ) in 2014. In March 2016, at the Game Developers Conference (GDC) in , King announced Defold as a completely free engine with no royalties or upfront costs, making it accessible for indie developers, students, and studios. A new integrated editor was released in 2017 to streamline workflows, and in May 2020, the source code was made publicly available on under a developer-friendly license, with ownership transferring to the independent Defold Foundation to ensure ongoing community-driven development and monthly updates. Key features include a lightweight core (e.g., 1.97 MB for Android builds in version 1.10.4), a component-based for efficient game object management, advanced 2D physics via integration, robust animation tools (including flipbook, skeletal, and property animations), and artist-friendly editors for scenes and GUIs with prefab support. The engine supports hot reloading for rapid iteration, native extensions in languages like C++, and one-click builds for multiple platforms, emphasizing performance on resource-constrained devices like mobiles and web browsers. Defold has been embraced by a growing , powering notable titles such as Family Island by Moon Active (over 50 million downloads on as of September 2025), a casual farming for and Android released in 2019, as well as indie releases like Fates of Ort (a retro fantasy RPG for Switch and desktop in 2020) and (a narrative-driven game for Switch and in 2019). Its focus on simplicity, speed, and openness has positioned it as a viable alternative for 2D game development, particularly for web and mobile projects, without the complexity of larger engines.

Overview

Description

Defold is a free, source-available, cross-platform built from the ground up as a 3D engine with a special focus on tools for 2D game creation. It serves as a complete turn-key platform, providing all necessary tools for game development in a modular, component-based system. The core philosophy of Defold prioritizes a that enables blazing-fast iteration during development and high-performance runtime execution. This approach is tailored for mobile and web platforms, while remaining extensible to desktop and console environments through one-click deployment and native extensions. Defold is primarily used for creating 2D games across consoles, desktop, mobile, and web, making it ideal for indie developers and small teams seeking and ease of cross-platform publishing. It supports broad platform compatibility, including Android, , Windows, macOS, , , PlayStation, , and . Game logic is implemented using as the primary . The latest stable release, version 1.11.2, was released on November 3, 2025, incorporating key stability improvements such as fixes for sound deadlocks on Windows, caching for downloads, and corrected memory usage reporting in the HTML5 profiler.

Key characteristics

Defold's lightweight architecture is one of its core strengths, enabling developers to create efficient games with minimal overhead. The runtime for empty projects ranges from as low as 1.14 MB for builds to 2.88 MB for Windows, allowing basic games to achieve bundle sizes under 10 MB even after including essential assets. This small footprint extends to low resource usage suitable for typical 2D games, such as a default heap size of 256 MB for builds, making it particularly ideal for mobile platforms where download sizes and battery life are critical concerns. Accessibility is a defining trait, as Defold imposes no upfront costs or royalties, providing full and editor functionality for free to developers worldwide under a developer-friendly . Quick prototyping is facilitated by its visual editor, which includes artist-friendly tools for scenes, GUIs, particles, and tilemaps, allowing rapid iteration without extensive setup. Additionally, built-in integration supports directly within the editor, enabling easy commits, branches, and collaboration on text-based project files that merge seamlessly. The engine's integration capabilities enhance workflow efficiency through native support for asset pipelines, including sprite packing, texture compression, and compatibility with tools like TexturePacker and Tiled for streamlined . Hot-reloading allows real-time updates to scripts, graphics, and shaders during live testing, dramatically reducing iteration time by reloading resources without restarting the game. Its modular design further empowers customization, with a component-based system for prefabs and the ability to extend functionality via native extensions in languages such as , , and , permitting tailored builds for specific needs. Performance is optimized for smooth gameplay, leveraging for efficient scripting compilation that outperforms standard while maintaining cross-platform compatibility where supported. This enables 2D titles to achieve stable frame rates of 60 FPS or higher on mid-range devices through techniques like reduced draw calls, garbage collection minimization, and frustum culling, ensuring reliable performance without excessive resource demands.

Technical features

Supported platforms

Defold supports a wide range of platforms for game deployment, enabling developers to target desktop, mobile, console, and web environments from a single codebase. This cross-platform compatibility is achieved through unified APIs that abstract platform-specific details, such as file paths and input methods, allowing seamless exports without code modifications. The editor is available for macOS (version 11 and later), and later), and 22.04 LTS (). On desktop platforms, Defold enables builds for Windows (supporting Vista and later, with x86-32 and architectures), macOS (from version 10.15, supporting and arm64), and (engine compatible with any distribution on and arm64). These platforms facilitate testing and distribution for PC gaming, with native executables generated directly from the editor. For mobile deployment, Defold targets (version 11.0 and later on arm64, compatible with devices starting from the ) and Android (version 4.4 or API level 19 and above, supporting arm-32 and arm64). Mobile builds optimize for touch input and power efficiency, including automatic texture compression formats like ETC for Android and PVRTC or ASTC for to reduce memory usage and loading times. Console support includes one-click exports to , , and , requiring developer approval and access to respective dev kits from the manufacturers. These builds leverage console-specific rendering backends for high-performance output, with free access to compatible Defold versions provided to approved developers. Web deployment is handled via , utilizing and with or backends for browser-based games, including support for progressive web apps through standard web manifests and service workers. This allows games to run on any modern browser without plugins, with optimizations for varying hardware capabilities. The export process in Defold is streamlined through one-click bundling from the editor, producing platform-specific packages like executables for desktop, APKs or AABs for Android, IPAs for , and zipped archives for or consoles. During export, platform-tailored optimizations are applied automatically, such as texture compression for mobile to minimize bundle size and dynamic batching for efficient rendering across targets. Developers can further customize builds via project settings for architecture selection or compression profiles.

Scripting and editor

Defold's scripting system primarily utilizes Lua as its programming language, leveraging LuaJIT—a just-in-time (JIT) compiled implementation that enhances performance for game development by dynamically compiling Lua bytecode to native machine code where possible. This approach ensures compatibility with standard Lua 5.1 while providing optimizations suitable for real-time applications, though JIT is disabled on platforms like iOS due to restrictions on dynamic code generation. Scripts in Defold are implemented as components attached to game objects, forming a component-based architecture that promotes modularity; each script handles specific behaviors, such as movement or collision detection, and can be reused across entities. Communication between entities occurs through a message-passing system, where scripts send and receive structured messages (e.g., via msg.post()) to trigger actions without direct dependencies, enabling loosely coupled interactions like event notifications or state updates. The Defold editor serves as a comprehensive integrated development environment (IDE), combining multiple tools into a single interface for efficient project management. It features an asset browser for organizing and accessing project files, a scene editor for assembling game objects and hierarchies visually, and a UI builder centered on GUI components that allow designers to create interactive interfaces through drag-and-drop nodes, templates, and property adjustments without extensive coding. A built-in code editor supports Lua syntax highlighting, auto-completion, and real-time editing of scripts, while the debugger integrates seamlessly for inspecting runtime behavior. Additionally, a profiler and outline pane provide overviews of resource usage and project structure, streamlining asset management and iteration. Key development tools in the editor enhance workflow productivity, including hot-reloading capabilities that automatically update scripts, assets, and even running games on device without full restarts, significantly reducing iteration times during testing. For users seeking alternatives to pure scripting, GUI components offer a visual approach to building user interfaces and simple interactions, where layouts and animations are defined declaratively in the editor rather than procedurally in code. Collaboration is facilitated through native integration, allowing developers to initialize repositories, commit changes, and synchronize projects directly from the editor menu, with support for branching and remote hosting on platforms like . Debugging features are robust and embedded within the IDE, featuring a built-in console for viewing game logs, system output, and error messages in real-time, which aids in runtime issues. Breakpoints can be set in the editor by clicking line numbers, with conditional expressions editable via context menus, enabling precise control over execution flow during debugging sessions. Performance profiling tools, including a real-time visual profiler, monitor CPU and GPU usage by tracking frame times, scope durations, and counters, helping identify bottlenecks in scripts or rendering without external software.

Rendering pipeline

Defold's rendering is managed through a customizable render script written in , which defines the sequence of rendering operations, including view and projection matrices, enabling, and calls. The supports multiple backends to ensure cross-platform compatibility, utilizing OpenGL ES 3.0 and 1.1 (with fallback to OpenGL ES 2.0) for Android; OpenGL ES 3.0 and Metal for ; WebGL 2.0 and (with fallback to WebGL 1.0) for web builds; 1.1 for desktops and consoles on Windows and , Metal and 1.1 (via MoltenVK) for macOS and , and OpenGL 3.3 as a general fallback where applicable. This multi-API approach allows the engine to leverage hardware-accelerated rendering while providing fallbacks for broader device support. For 2D rendering, the pipeline employs efficient batching techniques to minimize draw calls, grouping sprites by z-order, collection proxy, component type, texture, material, and shader constants to render multiple elements in a single operation. Tilemaps are rendered similarly, with support for frustum culling introduced in Defold version 1.9.0 to exclude off-screen tiles from processing. Particle systems integrate into the world-space rendering flow and can be batched under compatible conditions, though they lack frustum culling to maintain performance for dynamic effects. GUI elements are handled in screen space using the NanoVG library for vector-based rendering of shapes, text, and images, batched by node type, texture, blend mode, font, and stencil settings to optimize UI draw operations. Defold provides foundational capabilities through model components for rendering, including depth testing and backface to handle occlusion correctly. for 3D models was added in version 1.9.0, improving efficiency by skipping invisible . Camera components manage perspective or orthographic projections and view transformations, enabling scene navigation and rendering setups. Defold provides 3D support enhanced by an official PBR () extension, following glTF 2.0 specifications for material properties like metallic-roughness workflows. The pipeline incorporates several optimizations to enhance performance, particularly for resource-constrained environments. Batching reduces GPU overhead by consolidating compatible draw operations, while frustum culling across sprites, tilemaps, and models limits rendering to visible elements only. Texture atlasing, generated at build time, groups sprites into shared textures to avoid frequent bind operations, with runtime batching ensuring efficient use of these atlases. Developers can customize shaders using GLSL vertex and fragment code defined in files, allowing tailored effects like custom lighting or post-processing integrated via render predicates and script controls. Level-of-detail mechanisms for sprites are not natively implemented but can be approximated through variants and distance-based switching in custom shaders.

Extensions and customization

Defold supports extensions through native code to incorporate platform-specific functionalities not available in the core , such as hardware interactions or third-party SDK integrations. Developers can write these extensions in languages like , , , , or , targeting specific platforms including , Android, web, and desktop. For instance, extensions enable access to features like mobile camera controls or networks, allowing seamless binding of native capabilities to the engine's scripting environment. The customization process involves creating extensions as shared libraries that are compiled using Defold's cloud-based build server, which handles cross-platform compilation without requiring local setup. These libraries are integrated by exposing native functions to Lua via the Lua C API, such as through luaL_register to register callable modules, enabling developers to invoke platform-specific code directly from scripts. Lifecycle management includes entry points like init, update, and final for handling application events. While native code itself does not support hot-reloading due to compilation requirements, Defold provides hot-reloading for associated Lua scripts and custom hooks for inspection during development, facilitating iterative testing. Extensions are packaged as library projects, which can be bundled into the final application executable. Community resources enhance customization through the Defold Asset Portal, a repository offering reusable extensions such as in-app purchase integrations and ad network plugins. Examples include libraries for networking and monetization, which developers can import directly into projects. Additionally, the open-source nature of Defold allows forking the core engine on GitHub to contribute or modify extension-related code, with official examples available in the repository. Representative platform-specific extensions cover areas like iOS haptics via Taptic Engine bindings or console input handlers using libraries such as SDL for extended controller support.

History

Origins and early development

Defold was initially developed in by Christian Murray and Ragnar Svensson as a side project while they worked at Studios, with the aim of creating a simple and accessible 2D . The project began as individual home experiments, where Svensson initially built a basic engine but adopted Murray's more efficient design after encountering performance limitations in his own prototype, leading to a merged effort focused on streamlined for rapid . Early prototypes emphasized Lua integration for scripting game logic, enabling non-programmers to contribute through a lightweight, integrated editor that supported quick prototyping without heavy reliance on specialized tools. This approach was tailored for small studio environments, where the duo sought to minimize dependencies and facilitate collaborative workflows. The initial goals centered on addressing key challenges in mobile game development, such as efficient asset loading to handle resource constraints and seamless cross-platform builds to simplify deployment across devices with limited hardware. By prioritizing a compact footprint and intuitive tools, the engine was designed to empower small teams to prototype and iterate swiftly without the overhead of more complex systems. Prior to 2014, Defold saw internal use at starting in 2013 when Murray and Svensson began contracting for the company, allowing for refinement of the core engine architecture through real-world application in early project prototypes. This phase honed the engine's performance and stability, setting the foundation for broader adoption while it remained a tool.

Acquisition by King and public release

In 2014, King Digital Entertainment acquired the Defold engine and its development team to bolster its production of 2D mobile games, including expansions for . The acquisition allowed King to leverage Defold's efficient prototyping and cross-platform capabilities, which were seen as superior to its existing internal tools at the time. Following the acquisition, Defold was integrated into King's workflow for several titles, notably powering Blossom Blast Saga, a puzzle game released in 2015 that emphasized quick iteration and mobile optimization. Despite its strengths, the engine faced initial challenges such as "rough edges" in functionality and limited adoption within King, as the company continued relying on legacy systems for major franchises like Candy Crush. On March 22, 2016, during the Game Developers Conference (GDC) in , King publicly released Defold as a free-to-use , eliminating any royalties or licensing fees to encourage broader adoption by independent developers. The release included the full editor and engine binaries for Windows, macOS, and , targeting 2D game development across mobile, desktop, and web platforms. The public launch prompted rapid interest from the developer community, with King reporting thousands of downloads in the initial weeks as studios began experimenting with the tool for rapid prototyping. This surge highlighted Defold's appeal for lightweight, performant 2D projects, though it also introduced the need to balance King's internal priorities—such as optimizing for high-scale mobile titles—with incoming public feedback on usability and features. In 2017, King released a major update to the Defold editor, introducing an overhauled for better workflow efficiency and native integration to support collaborative directly within the tool. These enhancements addressed early community requests for improved editing ergonomics and source management, while continuing to serve 's portfolio of 2D games. The team, which peaked at around 20 members that year, focused on iterative improvements to bridge internal production demands with external developer needs during this transitional phase.

Defold Foundation and open-sourcing

In May 2020, King established the Defold Foundation, a non-profit organization registered in , , to oversee the engine's development and ensure its long-term independence from corporate control. As part of this transition, King transferred ownership of the Defold source code to the foundation and made it publicly available on under the permissive Defold License, a variant of the 2.0 that allows free use, modification, and distribution while requiring attribution. The open-sourcing initiative has had notable impacts, particularly in broadening accessibility for developers. In December 2023, the foundation announced the removal of the previous $200 monthly fee for source code access to console platforms, including and Sony PlayStation, providing full, fee-free access to approved developers and lowering barriers for console game production. This move, combined with the public repository, has encouraged a rise in community contributions, including bug fixes, feature suggestions, and extensions shared via and the official forums. Recent milestones reflect ongoing enhancements to Defold's capabilities. In 2023, the foundation prioritized 3D development, introducing critical features such as improved 3D rendering tools, material systems, and asset import workflows to support more robust 3D game creation. The 2024 roadmap focused on bolstering web support through HTML5, with improvements to export stability, performance optimizations, and potential WebGPU integration to enhance browser-based game deployment. By November 2025, the stable release of version 1.11.2 introduced editor UI localization, animation cancellation APIs, and other refinements, building on prior Vulkan backend stability fixes in 1.11.1 that resolved validation errors for more reliable graphics rendering. Defold's ongoing development is supported by subcontractors, including Refold AB—a Stockholm-based studio owned by Defold team members—which handles core maintenance, product updates, marketing, and community support under contract with the foundation.

Usage and reception

Notable games

One of the most prominent titles developed with Defold is Family Island by (a subsidiary of Moon Active since 2020), released in 2019 as a farming that has achieved significant commercial success on mobile platforms. The game's efficient 2D rendering capabilities, leveraging Defold's lightweight architecture, have contributed to its success, with all-time earnings exceeding $290 million as of late 2023. Among indie successes, Tiny Racing stands out as a pixel art top-down racer developed by Ben James and released on Steam in 2024. Featuring 18 tracks, multiple vehicle classes, and single-player modes, the game highlights Defold's suitability for retro-styled 2D experiences with quick prototyping via Lua scripting. Similarly, Cosmic Dash, a calm slide puzzle game set in space created by Insality, won acclaim as a top entry in the MadeWithDefold Jam 2025 and supports web and mobile play. Defold has also enabled console ports, particularly for , where developers utilize its Lua-based scripting for rapid iterations in puzzle-oriented titles. For instance, Fates of Ort, a retro fantasy RPG with strategic action elements, was ported to the platform in 2021, demonstrating the engine's cross-platform efficiency. As of November 2025, SteamDB lists 45 games utilizing the Defold engine, underscoring its growing adoption in PC and console markets.

Community and ecosystem

The Defold community primarily engages through an active official forum and server, where developers discuss game development, share feedback, and collaborate on projects. The forum hosts thousands of topics and posts, reflecting steady participation from users worldwide, while the server serves as a hub for real-time conversations and beta testing opportunities. Key community events include the annual Made With Defold , a two-week jam that encourages participants to create and submit games using the engine; the 2025 edition ran from September 1 to 17 and featured 33 entries spanning genres like puzzles, shooters, and RPGs. Additionally, ongoing challenges such as the Tiny Worlds community challenge, launched on November 11, 2025, invite users to build intricate single-scene worlds to showcase creative storytelling through environmental design. The ecosystem supports developers via the official Asset Portal and community-curated resources, including a showcase of over 30 games built with Defold across platforms like , mobile, and web. Asset libraries cover essential areas such as physics through bindings for advanced 2D simulations, audio via integrations like for sound effects and for 3D spatial audio, and networking with tools like DefNet for multiplayer modules and extensions for real-time connections. Community contributions are central to Defold's growth, with users submitting open-source extensions, sample code, and tutorials to repositories like and the forum, enabling custom features beyond core functionality. Notable partnerships, such as the 2021 collaboration with Rive Inc., integrate real-time animation tools directly into Defold, allowing seamless import of interactive assets for characters and UI. The engine's open-source nature has further amplified these efforts by inviting pull requests and feature suggestions from contributors.

Licensing and funding

Licensing model

Defold is licensed under the Defold License, a custom source-available agreement derived from the Apache 2.0 license and introduced in May 2020, which provides permissive terms for game development while explicitly restricting the commercialization of the engine itself. This license allows users to freely create, modify, and distribute games, plugins, or tools built with Defold or its derivatives without any royalties, upfront fees, or ongoing costs. Full access is available on , enabling developers to inspect, modify, and build upon the engine for their projects. A core requirement of the license is attribution: users must include the Defold copyright notice and text in the credits of any distributed works, and significant changes to the engine must be clearly indicated. Restrictions focus on protecting the engine's , prohibiting the sale or distribution of modified versions as standalone commercial products, though non-commercial modifications for personal or game-specific use are permitted. Additionally, the use of the Defold requires explicit permission from the Defold Foundation. Access to console-specific versions of Defold, such as for and , became free in December 2023 after the removal of a previous $200 monthly fee, though it remains contingent on approval from the respective console manufacturers and adherence to their developer programs. Prior to this, console access involved non-disclosure agreements. While not fully approved by the due to its commercialization prohibitions, the license remains highly developer-friendly, balancing accessibility for game creators with safeguards against engine resale.

Funding and sustainability

The Defold Foundation sustains the development of the Defold game engine primarily through community donations and contributions from corporate partners. These revenue streams support ongoing maintenance, feature enhancements, and infrastructure needs without any licensing fees or profit-driven motives. Community donations are facilitated through platforms such as GitHub Sponsors, Patreon, and PayPal, allowing individuals to contribute optionally to cover operational costs like build servers and development tools. Corporate sponsorships form the backbone of funding, with tiered partnerships providing dedicated development hours for specific features; for instance, Platinum partners Rive and Moon Active contribute at the highest level, enabling integrations and optimizations tailored to their needs. Day-to-day operations are subcontracted to Refold AB, a service provider that handles engine maintenance, optimizations, SDK integrations, and on behalf of the Foundation, ensuring efficient resource allocation focused on long-term project viability rather than commercial gain. The Foundation has reported stable funding that supports progress on the 3D roadmap, including foundational building blocks for more advanced 3D game development as outlined in the 2024 roadmap, with transparency maintained through periodic retrospectives and public updates on the official forum and blog.

References

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