8 open source tools compared. Sorted by stars. Scroll down for our analysis.
| Tool | Stars | Velocity | Score |
|---|---|---|---|
Godot Multi-platform 2D and 3D game engine | 110.5k | +255/wk | 86 |
Bevy Data-driven game engine built in Rust | 46.0k | +112/wk | 83 |
| 22.7k | +145/wk | 81 | |
| 9.6k | +26/wk | 77 | |
mineflayer Create Minecraft bots with a powerful, stable, and high level JavaScript API. | 7.0k | +24/wk | 79 |
mtasa-blue Multi Theft Auto is a game engine that turns Grand Theft Auto: San Andreas into networked multiplayer. | 1.7k | +4/wk | 62 |
| 1.2k | +4/wk | 62 | |
| 671 | - | 61 |
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Godot is a full game engine for 2D, 3D, mobile, desktop, web, and console games, completely free with no revenue share, no per-seat licensing, no strings attached. After Unity's pricing fiasco in 2023, Godot became the go-to for indie developers who don't want to worry about their engine vendor changing the rules. MIT license, C++. The editor runs on Windows, Mac, and Linux. Games can export to all those plus Android, iOS, and web. GDScript (Python-like language built for Godot) is the primary scripting language, with C# and C++ also supported. Built-in 2D and 3D physics, animation system, particle effects, tilemap editor, shader language, and visual scripting. Fully free. Zero cost. No revenue share. No per-seat fees. No 'free until you make money' clause. MIT license means you can sell your game, modify the engine, and never owe anyone anything. Solo indie developers: this is your engine. Period. Small studios: Godot handles teams well with its scene-based architecture (fewer merge conflicts than Unity). Medium studios: viable for 2D and stylized 3D. AAA-scale 3D: Unreal is still ahead. The catch: 3D capabilities are improving fast but still behind Unreal and Unity for photorealistic rendering. The asset marketplace is smaller. C# support exists but isn't as mature as GDScript. Console exports (Switch, PlayStation, Xbox) require third-party tools and console devkit access; Godot can't ship console export templates directly due to NDA requirements. For 2D games, there's no better option at any price.
ECS means you build game objects by composing data components rather than inheriting from classes. It's a fundamentally different way to structure games, and it's fast. Apache 2.0, pure Rust. The feature list includes 2D and 3D rendering, audio, asset loading, UI, animation, and a scene system. Hot reloading lets you change assets without restarting. The plugin system means the community extends everything. Fully free. No paid tier, no royalties, no revenue share. Apache 2.0 means you ship commercial games without owing anyone anything. That alone differentiates it from Unity's licensing drama. Solo indie devs: the primary audience. Small teams comfortable with Rust: viable. Medium to large studios: not ready. Bevy is pre-1.0 and the API changes between releases. The catch: Bevy is pre-1.0 and the API breaks regularly. Migration between versions is real work. The Rust learning curve is steep if you're coming from Unity/C# or Godot/GDScript. There's no visual editor yet. Everything is code. And the ecosystem, while growing fast, is a fraction of Unity's or Godot's. You're betting on the future here.
GDevelop makes 2D and 3D games without writing code, using a visual event system that reads like plain English. It's game development for people who have ideas but don't want to learn C# or GDScript first. Drag behaviors onto objects, set up conditions and actions, and export to web, mobile, or desktop. The free tier is usable: you can build and export complete games. The editor runs in your browser or as a desktop app. No account required to start building. The event system is surprisingly powerful once you get past the learning curve. The paid tiers add cloud builds (export to mobile without local SDKs), multiplayer/leaderboard services, more cloud storage, and asset packs. Silver is $5/mo, Gold is $10/mo, and there are education and startup plans. The catch: the visual event system hits a ceiling. Complex game logic (pathfinding, state machines, multiplayer sync) gets messy without code. The 3D support is early and limited compared to dedicated 3D engines. And the marketplace/asset ecosystem is smaller than Godot's or Unity's. If you know you'll outgrow no-code, start with Godot instead.
Cocos Creator is a free game engine with a visual editor, scene graph, and cross-platform export to iOS, Android, web, and desktop. Cocos has been around since 2010 (originally Cocos2d-x) and is huge in Asia, particularly China. The engine handles rendering, physics, animation, UI, and audio. The editor is TypeScript-based, which is unusual for game engines but means web developers can jump in without learning C# or C++. It also exports to native platforms via C++. Completely free. The license situation is a bit unusual (custom license, not a standard OSI one), but there are no royalties, no revenue caps, and no paid tiers. Solo indie developers and small studios targeting mobile will find this compelling. The 2D workflow is particularly strong. For 3D, it's improving but still behind Unity and Godot in tooling maturity. The catch: English documentation is spotty. The community is predominantly Chinese-speaking. If you don't read Mandarin, you'll miss a lot of resources and forum help.
mineflayer turns a Minecraft account into a programmable client. Point it at a server, write JavaScript, and your bot can dig, build, fight, navigate terrain, and chat. MIT licensed, runs on Node, also callable from Python. There is nothing to host. Install the npm package, hand it a server URL plus credentials, and you have a bot. Pathfinding works out of the box. Where it gets hard is what you ask it to do. Coordinating multiple bots, surviving mob attacks, or building structures larger than a few blocks means writing real game logic. The library tracks underlying protocol versions, so new Minecraft releases usually work within an update or two. This is the standard for Minecraft automation. Hobbyists, modders, AI experimenters running LLM-powered bots, and researchers studying autonomous agents in 3D environments all use mineflayer because the alternatives are protocol libraries that hand you raw packets. Start here unless you have a reason not to. The catch: Minecraft is owned by Microsoft and the protocol changes with major updates. Expect occasional version pinning while maintainers catch up.
Multi Theft Auto (MTA) is the engine that makes that possible. It's a multiplayer mod framework that turns a 2004 single-player game into a platform for custom online experiences: racing, roleplay, zombie survival, whatever the server community builds. GPL v3, C++ core with Lua scripting for server-side game logic. The project has been active since the mid-2000s and still maintains an active player community. Servers run custom game modes written in Lua, and the modding API is extensive. You can alter nearly every game mechanic. Fully free. The mod client and server are free. You need a legitimate copy of GTA: San Andreas to play. Server hosting: run it on any machine or VPS. A small VPS ($5-10/mo) handles a decent player count. The Lua scripting API is well-documented and has a large library of community resources. The catch: this is a niche community project for a 20+ year old game. If you're not already in the GTA modding scene, this probably isn't for you. The codebase is old and complex. But for its community, MTA remains the most feature-rich multiplayer mod for San Andreas, beating the competing SA-MP (San Andreas Multiplayer) in scripting capabilities.
Castle Engine is a cross-platform game engine with a visual editor, physics, scene graph, and support for glTF, X3D, and other 3D formats. It compiles to Windows, Linux, macOS, Android, iOS, and web via WebAssembly. LGPL-with-static-linking-exception (effectively permissive for games), Pascal. The visual editor handles scene composition, and you write game logic in Object Pascal. Built-in support for 2D and 3D, skeletal animation, shadows, shaders, and a component-based architecture similar to Unity's. Fully free. No paid tier, no asset store fees, no royalties. The engine and all tools are open source. Solo Pascal enthusiasts: this is your engine. Everyone else: look at Godot. The catch is obvious: Pascal. The game development world runs on C#, C++, GDScript, and Rust. The Castle Engine community is small, tutorials are limited, and hiring Pascal game developers is nearly impossible. If you already know and love Pascal, this is a genuine option. The engine is well-built and actively maintained. If you don't know Pascal, there's no compelling reason to choose this over Godot, which offers a similar indie-friendly, fully-free experience with a vastly larger community.
EzyFox Server provides the plumbing. It supports TCP, UDP, and WebSocket protocols, so it works for mobile games, desktop games, and browser-based multiplayer. It's free under Apache 2.0. You get a socket server framework, plugin system, cluster support, and client SDKs for multiple platforms. The architecture is designed for real-time gaming scenarios: low-latency messaging, room-based matchmaking, and user authentication. The catch: this is a niche project with a small community. Documentation is limited and mostly example-driven. If you're evaluating real-time game servers, Colyseus (JavaScript) has a much larger community and better docs. Photon (proprietary) is the industry standard for commercial games. EzyFox fits if you specifically want Java and self-hosted, but you'll be figuring out edge cases on your own. The homepage URL pointing to star-history.com instead of actual project docs is not a confidence builder.