Many Godot developers push mobile to the end of their roadmap…if they consider it at all. The common pattern: build for desktop, ship on Steam or itch, and think about mobile later if the project takes off.
In this talk, we’ll explore how and why developers should start thinking about mobile earlier in their process. Mobile represents the largest gaming audience, as well as the majority of revenue in the global games market. But the perceived complexity of mobile platforms has kept many developers away. Touch input, responsive UI, app store requirements, performance constraints are real hurdles, but they don’t have to be showstoppers.
We’ll share how we’ve worked to lower those barriers with Xogot, our native port of the Godot editor for iPhone and iPad. We’ll talk about what we’ve learned bringing Godot’s interface to smaller screens, how developers can now test and iterate directly on mobile devices, and how Xogot makes it easier to bring your project to mobile gamers, whether that’s via the App Store, web export, or other distribution models.
Topics will include:
- Why mobile should be part of your strategy from the start
- What makes mobile different (and how to prepare for it)
- Adding touch input and virtual controls to existing Godot projects
- Working across desktop and mobile with Git, cloud-sharing, and other strategies
- Testing and iterating directly on mobile devices using Xogot
Takeaways:
- Why mobile deserves earlier consideration from Godot developers
- Simple steps to prepare your Godot project for mobile
- How to maintain mobile compatibility throughout development
- The surprising power of editing Godot projects on your phone
Intended Audience: Godot developers of all experience levels, especially solo devs, students, and indie teams, who want to explore mobile workflows, test on real devices, or reach players on the most widely used gaming platforms.