featureAug 14, 2026
Your home page opens on today's quest
Logging in used to drop you on a dashboard and leave you to work out where you had stopped. The first thing on the page now is one card: the exact lesson you are up to, and roughly how long it takes, so you can tell before you start whether you have time for it. Finish it and the card says so, with your streak and how many lessons you have cleared today. One card, one button, no hunting.
fixAug 13, 2026
Checks can see indentation now
GDScript cares a lot about indentation and our checks did not. A line nested one level too deep, tucked inside an if that usually does not run, could pass every check and then do nothing at all in Godot. Checks across the platformer campaign now look at where your line actually sits, not just that you typed it, so a tween buried inside a guard clause gets called out instead of waved through. We also put back two safety checks the taught code had quietly dropped: the score label in the game loop lesson, and re-talking to a quest giver, which used to wipe your objective progress.
featureAug 10, 2026
You can delete your account yourself
One of you asked for this, and you were right that being told to email support was not good enough. Profile, then Settings, then Delete account. You confirm by typing your email, and it clears your progress, your gold and your account for good. Anything other people can still see, like a reply in a thread someone else is reading, stays where it is with your name taken off it. If you are on a paid plan it sends you to cancel first, so deleting an account never leaves a charge running behind it.
fixAug 10, 2026
The path you pick at the start actually changes where you start
When the demo asks how much coding you have done, that answer now decides where you land. It was collecting the answer and then sending everyone to the same first lesson, so people who said they already program got dropped into the lesson that explains what a variable is. If you told us you can code, you skip the on-ramp and start at movement. If you are new to programming you keep it, because that is the part you need. Being new to Godot is a reason to start early in a campaign, it was never a reason to re-teach you variables.
fixAug 10, 2026
Fixes from what you reported
A round of fixes straight off the report button and the lesson ratings. The debugging debrief used to close itself a second or two after it opened, so nobody could finish reading it, and it now waits for you to press Continue. Code From Zero lesson 9 taught get_node in a form the runner then rejected, which read like a typo when it was not, and it needed .size() before any lesson had taught it. Both are fixed in the lesson, and that error now tells you the line is missing the node it should be asking instead of claiming the function does not exist. The enemy AI lesson that said to set child.enemy without ever saying what to set it to now says it. And on a phone the assignment no longer vanishes the moment you switch to the code tab.
featureAug 10, 2026
Godot checkboxes follow your account
The do-this-in-Godot steps inside a lesson keep a checklist, and those ticks used to live only on the device in your hand. Open the same lesson on your phone and the list was blank again. They are saved to your account now, so the boxes you ticked on your PC are still ticked, and the field XP for working through them is only ever paid once.
fixAug 10, 2026
A pass over the 3D Action Roguelike
We went back through the campaign against a real Godot project instead of against the lesson text. The capstone's first lesson was the worst of it: it walked you through registering eight autoloads when the finished project needs ten, and the two it left out were taught nowhere in the campaign even though five scripts call them. An unregistered autoload is a parse error, so following that lesson exactly left you with a project that would not open. Both are taught there now, in the order the project writes them. Course XP totals did not match what the lessons actually pay out, off in both directions, and now they add up. The hours on the quest cards are added up from the lessons too, and several of them were badly understated.
fixAug 10, 2026
Your invites show up before your friends finish anything
Recruiting only counts once the person you invited clears their first lesson. That is the right bar, but it made the party dashboard look broken: invite three people, watch all three make an account, and your count still read zero, which is exactly what it shows when nobody clicked your link at all. There is a line for it now, under the count that drives your tier, telling you how many have joined and are still working toward that first lesson.
featureAug 6, 2026
The grader runs your code instead of reading it
Almost all of our checking used to be pattern matching on the text of your file. That misses code that looks right and does nothing, and it rejects a correct answer written in a way we did not think of. The grader now actually runs your script for most lessons, 395 of 485 graded solutions where it used to be 175, and judges what happened rather than what you typed. Movement lessons are checked by moving the character and looking at where it ended up. And if a check is still wrong about you, there is a way out: after a real stretch of trying, a "This looks right to me" button sends the check and your code to us for review and lets you carry on.
fixAug 4, 2026
A faster first win in lesson one
The very first coding encounter in Code From Zero asked you to do too much before anything happened on screen, and a lot of people bailed right there. It is one action now: change the line, press Run, see your text come out. We also fixed the cookie banner, which on shorter screens could park itself right over the Run button so there was nothing obvious to click. And blog posts now point you at a free quest that matches what you were just reading instead of sending everyone to the same demo.
fixAug 3, 2026
The code runner speaks more real GDScript
Some lessons taught idiomatic GDScript that the in-browser runner could not actually execute, so a correct answer came back as "check for a typo." That is fixed. The runner now handles the one-line if/else form, the := inferred assignment, clamp() and move_toward(), Dictionary.get() with a fallback, and % string formatting. Separately, around 78 checks were loosened so a solution that works but is written differently from ours still passes. If a lesson ever marked your working code wrong, go back and try it again.
questJul 28, 2026
The 2D Roguelike campaign is open
The campaign we teased is live. Seven courses, 56 lessons, one 2D action roguelike built from an empty project: a top-down controller with mouse aim, a dash with invincibility frames and a camera that shakes; component-based combat with hurtboxes, hitboxes, damage numbers and hit-stop; enemies with real behavior; dungeon rooms that link into a run; loot and a corruption system that changes how each run plays; a HUD and meta progression; then a capstone that wires the whole loop together. Course 1, the Top-Down Controller, is completely free, all 8 lessons and the project download included.
fixJul 27, 2026
Opened chests stay opened, and you can redo a lesson
Two things you reported. Chests you had already cracked were coming back as unopened after a sync, which made the map wrong and the loot feel fake. They stay opened now. And there was no clear way back into a lesson you had already cleared, since Continue, deep links and the resume pointer all push you forward. Finished lessons on the map now carry a Replay button that drops you in the first room. Nothing resets, and rewards are claim-once, so a replay re-teaches without re-paying.
featureJul 25, 2026
Find out where your Godot actually stands
The Godot Skill Test is 20 practical challenges across five skill areas, including hands-on ones where you write real GDScript instead of picking from a list. It takes about five minutes and there is no signup. At the end you get your developer level, your class, the skill you are strongest in, the ones you are thin on, a quest picked for where you actually are, and a result card you can share.
featureJul 22, 2026
The Trophy Collection is open
Sixty achievements now sit in one hall under Achievements, sorted into twelve categories: first steps, streaks, levels, quests and campaigns, the Code Forge, mastery, bosses, skills, treasure, class devotion, community, and secrets. Each one has hand-drawn medal art at bronze, silver, gold, or mythic, and the ones you have not earned stay greyed out so you can see what is left to chase. The secret ones do not reveal themselves until you unlock them.
questJul 22, 2026
Code From Zero now teaches objects and signals
Lesson 10 was doing two jobs at once, so it got split. Objects and signals have a lesson of their own now, where you define a class, give it your own signal, and connect it, and the node and scene-tree material keeps its own space. Code From Zero is 11 free lessons. If you already finished the course, your progress carried straight over and the new lesson is sitting there waiting for you.
fixJul 21, 2026
Streaks are counted on the server now
Your activity streak used to be worked out on whichever device you happened to be holding, so moving between your phone and your PC could reset it or count the same day twice. The server keeps it now, so it is one honest number wherever you log in, and streak milestone rewards land instead of quietly going missing.
featureJul 20, 2026
The browser editor runs a lot more of Godot
Code you write in a lesson now runs against a much fuller stand-in for the engine. You can define your own classes and your own signals and watch them fire, reach across a declared scene tree with get_node, and drive an actor with _process and Input inside a live 2D viewport instead of only reading about it. New Break It encounters hand you working-looking code with a real bug in it and ask you to find it, and runtime timelines let you step through what your script did, line by line.
featureJul 19, 2026
The Forge is stocked: 500 challenges to practice on
The Forge is your practice range for GDScript, and it just filled up with 500 hand-built challenges. Each one is a small, focused problem you solve in the editor and run for real, from first-day basics up to multi-step, boss-level puzzles. They come in four flavors: write the code from scratch, fill in the missing piece, hunt down a bug, or predict what a program prints. The Forge keeps track of what you have mastered and quietly brings weak spots back around so they stick, and it always has a next challenge picked out for you. Warm up before a quest or drill a single concept until it clicks.
featureJul 19, 2026
Build Your Party and recruit your friends
Bring your friends into the guild with your own invite link. When someone you invited clears their first lesson, you both get the credit and your party grows. Recruiting unlocks party titles and badges, and the new Hall of Heroes shows off everyone you have brought in. It runs on recognition, not discounts, so it is all about your crew and the bragging rights that come with a full party.
fixJul 16, 2026
Reporting a lesson problem actually works now
The Report an issue button used to hand off to your mail app, which quietly did nothing if you had no mail client set up. Now it opens a small form right in the page, centered on your screen, and sends the report straight to us. Pick what went wrong, add a note if you want, and the quest, lesson, and page you were on get attached for you. Guests can file reports too, no account needed.
fixJul 11, 2026
Friendlier code checks and autocomplete
A round of fixes to how lessons grade your code, from real learner feedback. Checks now accept typed variables, so writing var health: int = 100 passes the same as var health = 100. The editor autocompletes the variables and functions you define yourself, not just Godot's built-ins, and its tooltips link out to the matching Godot docs. When a check fails, you can see the exact value it is looking for, and the # your code here markers stay put instead of vanishing.
questJul 6, 2026
New quest: Advanced Inventory System
A new 11-lesson paid quest that builds the full UI layer on top of a working inventory: drag and drop, stack splitting, tooltips, equipment slots, and a proper grid. It picks up where the Simple Inventory quest leaves off, so it stays locked until you have finished Inventory System and Stats and Leveling. Clear those two and it opens up on the quest board.
featureJul 6, 2026
Safety tools for the Guild Hall
As more of you post in the Guild Hall, we added the basics to keep it a good place. There is a Report button on posts and replies, a filter that catches obvious profanity, and a one-time age check on sign up so the community stays 13 and over. New community guidelines live under Legal, and our Terms and Privacy pages were updated to match.
questJul 5, 2026
New challenges that make you apply what you learned
Two new transfer challenges drop you into a fresh problem and ask you to reuse a skill you already picked up, no hand-holding, with visible checks so you can see exactly what the solution needs to do. We also gave the starter code a pass so each difficulty starts you in the right place: Squire gets a working head start, Adventurer a skeleton to fill in, Hero just the spec, and Boss a blank slate.
featureJul 5, 2026
Earn bonus gold for clearing a fight the hard way
Every encounter now tracks a Resolve meter based on how few hints and attempts you needed. Push through without leaning on help and you bank extra gold on top of the usual reward. Your best clear on each encounter is remembered, so a later replay can only ever bump your reward up, never take it back. XP stays the same either way.
featureJul 5, 2026
Lessons no longer jump ahead while you are still typing
Passing a challenge used to fire you straight into the next one, which was jarring if you were still reading or tweaking your code. Now a lesson waits for you and you move on with the Continue button in the footer. Want the old behavior back? Flip Auto Advance on under Options, Gameplay.
fixJul 5, 2026
Your progress now stays in sync across devices
If you played on your phone and your PC on the same account, the two could drift apart and one would overwrite the other's progress. We moved saving to the server so your devices merge their progress instead of clobbering it. Pick up on any device and it is all there.
soonJul 4, 2026
Coming soon: a new 2D roguelike campaign
We are deep in building the next big thing, a 2D campaign where you forge a full roguelike from the ground up. Think a dark smithy at the edge of a spreading corruption, procedural runs, loot, enemies with real behavior, and a corruption system that changes how each run plays out. It is not live yet, but it is what we are building next. Keep an eye on the Guild Hall roadmap for it.
fixJul 4, 2026
Your progress saves more reliably now
We tracked down a bug where progress could save to your device but not reach our servers, then look like it rolled back the next time you logged in on another device. Saves now keep retrying until they are confirmed, and you will see a small saving note if anything is still catching up. If you ever saw progress or chest items go missing, message us in the Guild Hall and we will restore it.
fixJul 3, 2026
Lesson fixes across the courses
A round of cleanup on the lessons themselves. Finishing a lesson always lets you move on now, we cleared a snag where a completed lesson would sometimes not unlock the next one. Guest progress carries into your account when you sign up partway through a quest. And we went back through the State Machine AI and roguelike lessons to make the taught code match how Godot 4 actually runs, so no line you copy is one that would fail in the engine.
featureJul 2, 2026
Add screenshots and clips to Guild Hall questions
Questions and replies on the Q&A board can now carry an image or a short video, so it is a lot easier to show the bug or the scene you are stuck on instead of describing it in words. Works the same way the Feed posts do.
featureJul 2, 2026
Post your builds in the Guild Hall
The Guild Hall has a new Feed. Share a screenshot, drop a short clip of what you are building, and like or comment on what other people post. It sits right next to the Q&A board and the roadmap, and the whole hall got a wider, cleaner wooden-board look. Video clips are a Guild Hall member perk, screenshots are open to everyone.
questJun 30, 2026
The 3D Action Roguelike campaign
The old Souls-like quest line is now the 3D Action Roguelike campaign. Same lessons, clearer name. Build a third-person controller, dodge rolls, and combos, layer on enemy AI and inventory, then wire it all into one run-based game in the capstone. If you already started it, your progress carried straight over.
featureJun 29, 2026
The Guild Shop now deals in treasure chests
The shop stocks four tiers of chest, from the Wooden Chest up to the Dragon Chest, and every one lists its loot odds before you buy. Crack them for gold, XP and gold boosts, streak protection, titles, badges, and profile frames. Sitting on a pile of them? Open five at once.
featureJun 29, 2026
Free loot for joining and installing the app
Make an account and your first login drops 100 gold and a free chest. Install CodingQuests to your home screen and a second chest is on the house. Already a member? The welcome reward is waiting for you too.
featureJun 29, 2026
Forge your own campaign
Tell us the game you want to build and we will map a custom quest path to get you there. Open Forge My Campaign, describe your dream project, and get an ordered run of real quests matched to it.
featureJun 29, 2026
The code editor now looks like Godot
The in-lesson editor was retuned to match Godot 4's own script editor: the same syntax colors, tab indentation, and member autocomplete. What you write here now looks like what you will write in the engine.
featureJun 28, 2026
Pick up right where you left off
The Quest Log on the right edge now has a single Continue Your Campaign button that drops you straight into your next lesson. No more hunting for where you stopped. Your daily side quests are still there, tucked just below it.
featureJun 27, 2026
Treasure drops as you explore
Chests now appear every time you clear a room instead of only at the end of a lesson, so there is a lot more loot on the way down. Each one gets unearthed with a short reveal before it lands in your inventory.
featureJun 27, 2026
A new look for boss fights
Boss battles moved into a hand-painted dungeon arena, with the boss framed in the gate and your hits landing on a carved stone HUD. Drag the corner to resize the arena to whatever fits your screen.
featureJun 27, 2026
Turn boss battles off if you just want to learn
There is a new Boss Battles toggle under Options, Gameplay. Switch it off and the arenas disappear, nothing deals damage, and concept checks run as calm knowledge questions. Switch it back on whenever you want the fight again.
featureJun 24, 2026
A warmer, more handmade look
Cards and panels across the site were reskinned in aged parchment to match the quest theme, and every journey map picked up an overgrown layer of ivy and hanging vines. Same site, far less generic.
featureJun 17, 2026
The Forge Showcase is open
Built something in a quest? Hang it on the wall. Share your game with a YouTube or itch.io link, upvote what other people made, and chase a Guild Master's Pick. Find it under Showcase.
featureJun 17, 2026
Your own profile page
Flip on a public profile in Settings to get a shareable page with your class, level, rank, badges, and frame. Your name now links to it from the leaderboard. It is private by default, so nothing shows until you opt in.
featureJun 17, 2026
The Guild Hall is open to everyone
Free accounts can now read every question and post in General and Feedback. The quest-specific boards stay for Guild Hall members. Names link to profiles for anyone who has gone public.
featureJun 17, 2026
Reply notifications
Ask a question in the Guild Hall and you get pinged the moment someone answers. The count shows up on the menu button.
featureJun 17, 2026
The Workshop
Open-ended build challenges with no instructions, plus timed build jams when one is live. Pick a challenge, build it your way, then show the Guild. Find it under Workshop.
featureJun 17, 2026
A fresh coat of paint
New hand-drawn art across the site: achievement badges, avatar frames, rank nameplates, treasure chests, rank medals, and class crests.