The Godot Leap: Why We’re Moving Everything to 4.6

LSS Editorial Team
Official Broadcast

Today marks a pivotal shift in the technical history of Left-Sided Studios. As many of you know, our small team consisting of Vermetra, Rocket, and DaRealSansYT has always been about finding the most intuitive way to build the experiences we love.
The Discovery
While we are currently deep in the development of Cardamania, we’ve had a massive realization. Although Cardamania isn't out yet, the experience of building our flagship from the ground up in the Godot Engine has been eye-opening. The progress we've made has shown us that Godot 4.6 is exactly the engine we’ve been looking for.
Up until now, our projects have been spread across several different environments:
- Bumbl: Currently living in Unity.
- BREAKPOINT: Built on the foundations of Unreal Engine 4.
- Cardamania: Our Godot flagship (In Progress).
Why We're Switching
Being a 3-person team means we have to be smart with our time. Managing multiple rendering pipelines and distinct coding environments takes away from what matters: the games themselves.
We decided that instead of keeping these projects separate, we are going all-in. We are officially porting Bumbl and BREAKPOINT over to Godot 4.6. This allows us to share code, shaders, and UI systems across every single LSS project. If we build a cool feature for Cardamania, we can now bring it into BREAKPOINT with minimal friction.
We believe this move will let us work faster, polish our games harder, and stay true to the 'Left-Sided' philosophy of unconventional, intuitive design. We can't wait to show you the results!