EngineForge Docs

Supported engines & versions

The game engines, engine versions, and platforms EngineForge officially builds — and what happens when a project falls outside them.

EngineForge builds and publishes games from your GitHub repo. Because we run your project through real engine toolchains on our build machines, we only build the engine versions we have actually verified. This page is the authoritative, up-to-date statement of what that includes.

Why versions matter. Build minutes are a paid resource, so we will not bill you for a build that can't succeed. If your project is on a version we don't support, the build is rejected immediately (before any build minutes are spent) with a clear reason, and the same verdict is shown the moment you connect the repo — so you always know before you rely on us.

Supported matrix

EngineVersionsPlatforms
Godot4.0 – 4.6Web, Linux, Windows, macOS
GameMaker2024.14.xWeb (HTML5), Linux
Unity2022.3.xWindows, macOS

Godot

The build machines ship Godot 4.6 and its export templates, so we build any Godot 4.0 through 4.6 project (Godot opens and upgrades older 4.x projects in the 4.6 editor). A project targeting a Godot newer than 4.6 is rejected until we bake that version, and Godot 3.x is not supported — upgrade your project to Godot 4.

The engine version is read from your project.godot (config/features).

For the full step-by-step — repo layout, export presets, macOS signing, and the Web browser-playable toggle — see Build & publish a Godot game.

GameMaker

We build GameMaker projects with GameMaker's official command-line tool, gm-cli, which downloads the runtime your project asks for. Because a brand-new GameMaker release can appear at any time and pull an untested runtime, we support only verified version lines — currently 2024.14.x. Projects saved in a newer release (for example 2026) are not supported yet and are rejected until we test that line.

The version is read from your project's .yyp (IDEVersion). If your project is on an unsupported version, open it in a supported GameMaker release and re-save (this sets the project's runtime), then rebuild.

GameMaker builds target Web (HTML5) and Linux only — these are the targets gm-cli builds headlessly on our Linux build machines. Windows and macOS aren't available for GameMaker.

For the full step-by-step — repo layout, the free guest licence, filename-case rules, and the Web browser-playable toggle — see Build & publish a GameMaker game.

Unity

We build Unity projects headlessly with the Unity Editor on our build machines. A Unity project can only be opened by the editor version that wrote it, so we support a single verified LTS line — currently 2022.3.x. A project on any other version is rejected; open and save it in a supported version to build.

The version is read from your project's ProjectSettings/ProjectVersion.txt (m_EditorVersion). You don't need to provide a Unity license or add a build script — EngineForge supplies both. Unity builds target Windows and macOS only, built with the Mono scripting backend (the one that cross-compiles to desktop from our Linux build machines; IL2CPP isn't used). WebGL and Linux aren't available for Unity yet.

For the full step-by-step — repo layout, connecting itch.io, enabled scenes, and what each build step does — see Build & publish a Unity game.

What happens outside the matrix

  • At import — when you connect a repo in the console, you'll see a clear "We can / can't build this" banner with the detected engine and version.
  • At build — an unsupported project fails at the start of the build step with a "WE CANNOT BUILD THIS — <reason>" message, in seconds, billing ~zero build minutes.

Adding a new version

When a new engine version (for example a future GameMaker LTS line) is released, we test it and then add it to the supported matrix. This page and the in-product verdict always reflect the current policy — if it's listed here, we build it.

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