Today marked a huge milestone — the Godot port of Stellar Throne is functionally complete. I wrapped up the final phases of integration, testing, and UI polishing. Most of the core systems are now running in Godot, including fleet travel, the research system (96 techs with tier unlocking), fog-of-war rendering, and responsive detail panels for stars, planets, and fleets.
While the port wasn't 100% complete — I estimate about 20–30% of the original Zig/SDL2 functionality still needs to be rebuilt — the trade-offs feel worth it. I’ve gained a cleaner UI, smoother navigation tools, and access to Godot’s powerful exporting pipeline (WebGL, platform builds), editor-driven UI, and runtime debugging.
Bug hunting continues. I’ve already addressed missing header fonts, fleet icon visibility, and notification behavior. Button layouts have been reorganized for better clarity, and I'm finally seeing visual polish emerge from the workflow.
From here, it’s about rebuilding what was lost and extending forward from a stronger foundation.
Nice work on the Godot port. The trade-offs you mentioned make a lot of sense, but it sounds like the benefits are worth it. I’d love to follow your progress, where’s the best place to do that?
Thanks! I have two spot. One is blog.mrphilgames.com where I post a daily devlog like this post (cross-posted.) I also have a weekly newsletter with longer form essays at mrphilgames.substack.com/subscribe
Pinned thanks !