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PumpkinTree

@pumpkintree.games
1.4K followers 388 following 120 posts

Godot developer 🎮 Wishlist HolyOS on Steam (store.steampowered.com/app/3151800/…) Play Space Blends on iOS and Android (space-blends.com) pumpkintree.games

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PumpkinTree @pumpkintree.games · 04/06/2026
me after finishing this phd
Lufthansa B787 suffering a nose gear retraction while parked at the gate in Frankfurt. Photo by u/SecureTune1192 on r/Aviation
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PumpkinTree @pumpkintree.games · 21/05/2026
Need to find 121GB to download the full version of virtualosmuseum.org
WiNGS Fall 2004 (World of Commodore) running in The Virtual OS Museum (screenshot from https://virtualosmuseum.org)SymbOS 1.0 Beta running in The Virtual OS Museum (screenshot from https://virtualosmuseum.org)ATT Unix PC System V R2 3.51m running in The Virtual OS Museum (screenshot from https://virtualosmuseum.org)Minerva 1.98 running in The Virtual OS Museum (screenshot from https://virtualosmuseum.org)
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PumpkinTree @pumpkintree.games · 17/05/2026
A few players who reached out were on Steam Deck, which I wasn't expecting, so I'm adding controller support. I'm using Godot's built-in focus system. Especially appreciate the "focus_behaviour_recursive" property (added in 4.5), which I use to block focus on all children of inactive windows #godot
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PumpkinTree @pumpkintree.games · 17/05/2026
47 people have play tested HolyOS so far. Thanks to every one of you ❤️
Screenshot of Steamworks admin page showing:
Current players = 0
Daily active users = 4
Lifetime unique users = 47
Median time played = 8 minutes
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PumpkinTree @pumpkintree.games · 06/05/2026
I have renamed my upcoming game to HolyOS. I think it's easier to remember, and it is immediately reflects the genre of the game. The new capsule keeps the wonderful hand drawing made by Bleeding Moon Studio, with a new logotype made by me.
Steam capsule for HolyOS. The game's characters (bishop, nun, monk, journalist, pope) stand ominously around Father Lorenzo, who is sitting at  his desk and using HolyOS.
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PumpkinTree @pumpkintree.games · 14/04/2026
TIL there is a neighborhood in Zaragoza, Spain where streets are named after video games "Calle de Sonic el Erizo" "Calle de Gran Turismo" "Calle de Samus Aran" etymology.dsantini.it#-0.95559,41....
Screenshot of a Zaragoza neighborhood seen from the mapping website etymology.dsantini.it. A pane on the left shows details about "Calle de La Leyenda de Zelda"
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PumpkinTree @pumpkintree.games · 21/03/2026
Send and receive attachments on the Chat app #godot #madeingodot #gamedev
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PumpkinTree @pumpkintree.games · 20/03/2026
At least the Tasks app comes included #madeingodot #godot
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PumpkinTree @pumpkintree.games · 13/01/2026
Was looking for a pomodoro timer on Bazaar and the first hit is an app made in Godot! #godot
Screenshot of the Bazaar page for Pomodorot, a pomodoro timer app made in Godot
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PumpkinTree @pumpkintree.games · 13/01/2026
We have Godot plushie at home
Three handmade wool Godot plushies sitting on a windowsill
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PumpkinTree @pumpkintree.games · 07/01/2026
Yani and Xiao playing Space Blends 🍹 #godot
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PumpkinTree @pumpkintree.games · 17/11/2025
Btw I had stopped playing browser games when Flash got phased out and then moved on to console and mobile. Now you can play Supermarket Together with online multiplayer, no downloads, for free? I love this Though these titles feel less "wacky" than McDonald's Videogame or Line Rider, for example
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PumpkinTree @pumpkintree.games · 17/11/2025
TIL thread support is enabled by default when building a custom web export template. You must use threads=no with SCons to disable it. I initially assumed thread support was exclusively controlled via "Thread Support" checkbox in the UI docs.godotengine.org/en/4.4/contr...
Screenshot of Godot's project export UI. The "Thread support" checkbox is in focus.
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PumpkinTree @pumpkintree.games · 13/10/2025
Apparently, Google expects you to find 12 internal testers who will "engage" with your app every single day for 14 days. Our game has 4 levels 🥲 We are trying to transfer the app to my old Play Console account which, if I understand correctly, is not affected by this requirement
Email from Google Play Console:

More testing required to access Google Play production
We reviewed your application, and determined that your app requires more testing before you can access production.

Possible reasons why your production access could not be granted include:

Testers were not engaged with your app during your closed test
You didn't follow testing best practices, which may include gathering and acting on user feedback through updates to your app
Before applying again, test your app using closed testing for an additional 14 days with real testers.

For a full list of reasons, and to learn more about what we're looking for when evaluating apps for production, view the guidance.

Go to App dashboard


Thank you,
The Google Play Console Team

Connect with us
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PumpkinTree @pumpkintree.games · 13/10/2025
Screenshots in now on AssetLib! You might find it handy for App Store and Play Store listings godotengine.org/asset-librar... #godot #gamedev #godotaddon
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PumpkinTree @pumpkintree.games · 05/10/2025
It works!
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PumpkinTree @pumpkintree.games · 02/10/2025
Cooking something...
Screenshot showing the Godot Editor running the Space Blends game. The bottom panel is open with an added tab called "Screenshots". Screenshot settings include: multiple resolutions, locales, save folder. On the right is an empty camera roll.
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PumpkinTree @pumpkintree.games · 21/09/2025
And here is our game trailer made by @stann-co.bsky.social DM me for a free copy, I am interested in any feedback on the game!
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PumpkinTree @pumpkintree.games · 20/09/2025
We’ve just released Space Blends on the App Store, and it runs #godot 4.5! Had tons of fun working on this one, and it’s my first commercial release. Available in English, Italian and Danish apps.apple.com/us/app/space...
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PumpkinTree @pumpkintree.games · 05/05/2025
My grandad made cardboard models so the builders could see exactly how he wants his roof to look 🥹
My granddad holding 2 cardboard models of his house and me in his garden
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PumpkinTree @pumpkintree.games · 28/01/2025
Added a File Explorer to HolyOS (still figuring out how to actually open files)
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PumpkinTree @pumpkintree.games · 18/12/2024
For Arabic I found: Bitsy Font with Arabic by AlexClay CC0 Download: fontstruct.com/fontstructio... and Pixel AE by Essssam CC0 Download: essssam.itch.io/pixel-ae
Bitsy Font With Arabic on fontstruct (cropped)Pixel AE font on itch.io (cropped)
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PumpkinTree @pumpkintree.games · 18/12/2024
Tiny sizes are trickier, I use this, but it only seems to support Latin and Greek KK Fixed by Kreative Korporation 7pts, 5pts, and 4pts Kreative Software Relay Fonts Free Use License Download: www.kreativekorp.com/software/fon...
Screenshot of Mac OS Font Book showing various versions of the KKFixed font
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PumpkinTree @pumpkintree.games · 18/12/2024
Silver by Poppy Works 19pts Free license for productions under 100k in cost or spend Supported scripts: itch.io/t/488011/cur... Download: poppyworks.itch.io/silver
Screenshot of an unnamed video game on the Silver font's itch.io page. The screenshot shows a text bubble in Japanese.
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PumpkinTree @pumpkintree.games · 18/12/2024
Localization-friendly fonts for pixel art games: Fairfax by Kreative Korporation 12pts Open Font License Download: www.kreativekorp.com/software/fon... Supported scripts: www.kreativekorp.com/charset/font...
A popup dialogue window using the Fairfax font. The text is in Portuguese and contains characters that are often unsupported in pixel art fonts (á, ô, ê, etc.).
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PumpkinTree @pumpkintree.games · 01/12/2024
(6/6) Then we call EditorInterface.get_script_editor().goto_help(), to open the documentation. Not sure why, but this way the documentation shows up! If you don’t call ResourceSaver, you’ll just get a blank page. The end
Code snippet showing the code that runs when the user presses the "Open SDK Docs" button. Each of the SDK scripts containing the documentation are loaded and then saved using ResourceSaver.save() before being opened. This is to avoid a Godot bug causing the documentation to disappear.
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PumpkinTree @pumpkintree.games · 01/12/2024
(5/6) The documentation for the SDK is available directly in the editor. There is a Godot issue that prevents project documentation from being loaded. So we made a custom “Open Docs” button. When pressed, we load each of the SDK files and then save them with ResourceSaver.save().
Screenshot of the Godot editor with the Hathora plugin and the Hathora Docs dropdown menu open. In the Script editor, the built in HathoraSDK documentation is open.
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PumpkinTree @pumpkintree.games · 01/12/2024
(3/6) To make the Hathora SDK, we first tried using the OpenAPI Generator for GDScript, but: a. Support for GDScript is experimental b. The generated API expects the user to define on_success and on_error callables, which I felt was not Godot-like
Two code snippets (not actual working code, only for illustrative purposes)

On top a snippet showing the "await" syntax:
var res = await sdk.room_v2.create(Hathora.Regions.FRANKFURT).async()

if res.is_error():
 #error handling

Below is a snippet showing the callback_success, callback_error syntax:

room_api.create_room(app_id, create_room_request, "", _create_callback_success, _create_callback_error)
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PumpkinTree @pumpkintree.games · 01/12/2024
Hathora Godot behind the scenes, a thread (1/6) For the plugin UI, we always rely on the theme properties defined in your Editor theme. The plugin should adapt to whatever theme you are using.
Screenshot of the Godot editor showing the Hathora Godot add-on, using the Minimal Theme by passivestar. The plugin offers a UI to get a developer token from Hathora, create a server build and deploy it to the cloud.
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PumpkinTree @pumpkintree.games · 30/11/2024
#godot tip

 To draw pixelated Line2Ds, use a low viewport size and set the stretch mode to viewport

 in the Project Settings. (Found in a comment by NeZvers on r/Godot)
Two Godot game windows side by side. On the left, two smooth Line2D nodes, with stretch mode "canvas_items" in the Project Settings. On the right, the Line2Ds are pixellated, thanks to stretch mode "viewport".
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PumpkinTree @pumpkintree.games · 18/11/2024
3D printed this a while ago. We just smoothened the model, then we opened it in UltiMaker, fit as many copies as we could, and generated the supports. Let me know if you want to give it a go!
3D printed Godot Plush sitting on a balcony
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PumpkinTree @pumpkintree.games · 14/11/2024
how wide of a resolution do you support? me: yes
Screenshot of In Good Faith on a wide monitor. The screenshot shows the desktop of HolyOS with 2 windows open: the tasks list and the FileDownloader
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PumpkinTree @pumpkintree.games · 14/11/2024
#godot tip: if your text doesn't look centered, you can globally change its baseline by creating a FontVariation
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PumpkinTree @pumpkintree.games · 13/11/2024
Last month, my sister Gaia came with me all the way to #GodotCon24 in Berlin and helped me staff the game exhibit. She also hand painted the eyes on the 3D printed #godot plushies that we gave away. Thank you Gaia 🤗 And a huge thanks to Niki (nikigawlik.itch.io) for lending us a hand too! 🙏
GodotCon booth dedicated to "In Good Faith". From left to right, myself, a monitor showing In Good Faith running, and Gaia (my sister who helped me showcase the game). The picture was taken by a volunteer at GodotCon (https://godotengine.org/article/review-godotcon24/)A dozen 3D printed Godot plushies laying on the table of the In Good Faith booth at GodotCon24. Each 3D printed plushie is roughly 2cm wide and has a tag with In Good Faith capsule.
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PumpkinTree @pumpkintree.games · 13/11/2024
Now, say that you want to have a “Create lobby” button in your game. You can just use the included SDK to request a new game server. You can also assign a short code to the server so that players can share it with their friends.
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PumpkinTree @pumpkintree.games · 13/11/2024
Test it by clicking “Create Room” - you’ll get an address and a port to connect to.
Screenshot of the Hathora Godot Plugin. The Create Room tab is open, showing a Region, Room ID, Host and Port for a newly created game server. On the right, the Godot Editor console shows that a new room has been created.
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PumpkinTree @pumpkintree.games · 13/11/2024
Once you have a server build, adjust your deployment settings and click on “Deploy to Hathora”. After the server build has been deployed, you will be able to spin up game servers at will!
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PumpkinTree @pumpkintree.games · 13/11/2024
When you press “Generate Server Build”, the plugin: 1. Exports your game using the Linux export preset you selected 2. Generates a Dockerfile 3. Compresses all of the above into a tarball
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PumpkinTree @pumpkintree.games · 11/11/2024
I was super hyped from the trailer, and Conclave delivered 100% The plot twists, the amazing cast, the costumes, the locations, the great shots. Loved it! Great inspiration for In Good Faith Italian pronunciation was on point too 🤌 “Eligo in Summum Pontificem”
Poster of the movie “Conclave” starring Ralph Fiennes, Stanley Tucci, John Lithgow and Isabella Rossellini
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PumpkinTree @pumpkintree.games · 31/10/2024
The Pope is a busy man…only send him really important files…
A pixel art drawing of the Pope, sitting at his desk while writing on a piece paper. A CRT monitor sits on the desk, as well as a nuclear button. A pair of shiny red slippers is on the floor.
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PumpkinTree @pumpkintree.games · 26/10/2024
This lobby is authoritative. When a player enters, they use an RPC to tell the server “hey, my name is Carlo”. The server then spawns a lobby_player scene for the new player. The synchronizer then syncs the player nickname and ready state.
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PumpkinTree @pumpkintree.games · 26/10/2024
Then we make our lobby scene. We can use a GridContainer with 2 columns, and a separate HBoxContainer to hold the set ready Button and the start game Button. Here we use a MultiplayerSpawner to automatically spawn and despawn the lobby_player scenes.
The lobby scene. The MultiplayerSpawner and PlayersContainer are highlighted. In the inspector, the MultiplayerSpawner path is set to "PlayersContainer". The lobby_scene is inside the Auto Spawn list.
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PumpkinTree @pumpkintree.games · 26/10/2024
First, we make the lobby_player scene. We just need a Label for the nickname and a Checkbox to show whether the player is ready. We use a MultiplayerSynchronizer to keep everything in sync.
A screenshot of the lobby_player scene. The MultiplayerSynchronizer replication settings are highlighted. The synchronizer is replicating the nickname on spawn, player_ready state on spawn and on change, and the peer_id on spawn.
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PumpkinTree @pumpkintree.games · 26/10/2024
A thread about making a #multiplayer lobby in #Godot This was one of the first things I built in Godot. I was feeling overwhelmed, and making a lobby felt like a simple, straightforward project. It helped me to get the hang of Godot and its multiplayer API. Here is how the lobby will look like:
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PumpkinTree @pumpkintree.games · 23/10/2024
Lucky for us, there are quite a few services offering server orchestration with a GDScript SDK, so you don't even need to worry about handling HTTP requests. The end P.S. @smitner.studio do I get a spot in your starter pack?
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PumpkinTree @pumpkintree.games · 23/10/2024
Here is how it works: your game places an HTTP call to the server orchestrator, saying "I'm a player, and I want to play online, spin up a dedicated server for me". The orchestrator spins up the dedicated server, and says "Here's your server at serverorchestrator. com:7753".
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PumpkinTree @pumpkintree.games · 23/10/2024
Thread about hosting your Godot multiplayer servers 🌐 Let's say you are making a multiplayer game with dedicated servers. You exported a dedicated server build from Godot. Where to run it? On a VPS on DigitalOcean? On that old machine sitting in the basement? Let's think through some requirements!
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PumpkinTree @pumpkintree.games · 22/10/2024
Tiny 3D printed Godot plush has found @godotplushadventur.bsky.social
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PumpkinTree @pumpkintree.games · 22/10/2024
How did you pick your username? Got a phone call from my grandma telling me that she saw a pumpkin growing on a tree in her garden. My grandpa said a vine was snaking around a branch, so it looked like the tree was growing pumpkins 🎃🌳. So lucky to have two amazing grandparents ❤️
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PumpkinTree @pumpkintree.games · 21/10/2024
Want to set different player usernames/classes/options on each instance? You can set launch arguments for your instance-specific options! Here I used OS.get_cmdline_args() to get the instance-specific username and put it in the window title, in the player character, and in the debugger. The end
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