clojure-gamedev 2026-06-09

I have dabbled with Godot + Clojure sometime ago. I believe the best option right now is to go for Godot Kotlin and use interop. I have tried making bindings from Godot to Java/Clojure via C interop but I ended up abandoning that idea.

I still have hope that ClojureCLR will be a viable option since Godot already supports C# scripting. Haven't had time to try it out though.

It should work but keep in mind that C# Godot has some limitations ( https://docs.godotengine.org/en/stable/tutorials/scripting/c_sharp/c_sharp_basics.html#current-gotchas-and-known-issues ) > As of Godot 4.0, exporting .NET projects is supported for desktop platforms (Linux, Windows and macOS). Other platforms will gain support in future 4.x releases. > Writing editor plugins is possible, but it is currently quite convoluted. > State is currently not saved and restored when hot-reloading, with the exception of exported variables.

Also AOT seems to be no longer a thing in C# if you want Godot 4+, you need to be still on Mono, so you’ll have to handle that

Heck, even that article is two years old.

Not sure about AOT but evidently it's solvable. Slay the Spire 2 was a Godot game.

From what I've read, Slay the Spire 2 only uses Godot for UI which is probably why they could switch from Unity (StS 1) rather quickly. Besides, StS 2 is only on Steam, so I believe they are still affected by PC-only platform thing.

No way to export to mobile or web can be a pretty big dealbreaker.

> No way to export to mobile or web can be a pretty big dealbreaker. yes