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microgames

2026-09-22 · 3 min read

Godot runs the games. The rest now has a name

The layer that writes, fixes, tests and ships the games is now called MicroGames Engine and has its own page. What Godot does, what it does, and why we did not write a graphics engine of our own.

Open one of our games and you find Godot 4. Look at how it gets made and you find something else: a pipeline that writes the code, fixes it, tests it in a real browser, saves every version and ships it — to the site, to itch.io and into the desktop packages.

That pipeline now has a name, MicroGames Engine, and a page of its own.

Why not a graphics engine of our own

Writing a rendering engine takes years, and the result would be a worse version of something that already exists and is open source. Godot draws, computes physics, reads input and plays audio. It does it well, and for the kind of games we make here it does it better than we would.

The problem we had was not drawing. It was doing everything else without every step depending on someone remembering it.

What it adds, concretely

The numbers, with a date

On 13 September the database said: 142 milestones done, 50 tasks verified in the code, 211 versions saved, 27 desktop packages ready to download. On the engine page the same numbers are counted at every visit: by the time you read this, they are already different.

Where it is still thin

A page about checks has to say where the checks are missing, too.

What we take away