
Why are so many people still on older Godot versions? What stops you from upgrading?
I’ve noticed that a lot of developers are still using older versions of Godot, especially Godot 3.x, even though Godot 4.x has been out for a while and is actively developed.
From what I’ve seen in documentation, changelogs, and migration discussions, Godot 4 brings a lot of improvements: better rendering, modern APIs, improved 3D pipeline, and long-term support. The official docs even highlight that while migration can be painful, the newer versions fix many issues that simply cannot be addressed in 3.x due to engine limitations.
At the same time, I keep seeing people sticking to older versions for real projects, not just nostalgia or habit.
So I’m genuinely curious:
What exactly is stopping you from moving to the latest Godot version?
Is it:
project migration cost and breaking changes?
missing or changed features compared to Godot 3?
performance or hardware compatibility concerns?
lack of stable tutorials and community examples for 4.x?
plugins/addons not being updated yet?
something else entirely?
From what I’ve read and experienced, the biggest friction points seem to be:
Godot 3 to 4 is not a seamless upgrade, many scripts and scenes require manual fixes
some systems like tilemaps, rendering changes, or physics differences can require redesign
older projects can break in non-obvious ways after conversion
some developers prefer stability and known behavior over new features, especially mid-project
At the same time, newer discussions suggest that Godot 4.x is now much more stable than at launch, and the gap between 3.x and 4.x keeps growing in terms of features and long-term support.
So I’m trying to understand the real-world reasons people still choose older versions