Does PathForge replace AStarGrid2D?
For production grid navigation, that is the intention. AStarGrid2D is useful for prototypes and small systems. PathForge is being developed for projects that need multi-size agents, diagnostics, tactical overlays, and repeated path queries without turning every edge case into custom glue code.
Is PathForge just another A* plugin?
No. A* is one useful algorithm inside the tool. PathForge is being built as a navigation workflow: TileMap-derived grids, terrain costs, dynamic blockers, movement ranges, clearance maps, tactical AI maps, diagnostics, and performance scheduling where the project needs it.
Does PathForge work with Godot 4.x?
The target is Godot 4.x, with the first production scope aimed at modern Godot 4 releases. The current development target is Godot 4.5+, because supporting old engine behavior forever is how tools become museums with buttons.
How is PathForge priced?
For the first 30 days, PathForge launches as a Founding Month: pay what you want, suggested $29.99, minimum $0, and you get the complete V1 either way. After that window, Standard is $39 fixed with a feature-update entitlement, and a Studio / Source / Benchmark tier at $149 adds multi-seat and source/reference access for teams. Paid purchases carry a 30-day money-back guarantee.
Can I use PathForge in commercial games?
The paid tiers are being prepared for commercial use. The final license text will be published before paid release, because surprising customers with license details is a hobby best left to cursed installers.
Does PathForge support multi-size agents?
Yes, multi-size agent pathfinding is one of the main reasons PathForge exists. Clearance maps and editor visualization are being built as first-class features rather than something taped to the side after the first large unit gets stuck in a doorway.
Will PathForge include volumetric 3D navigation?
Not in the first Grid-focused release. Volumetric navigation for flying, swimming, drone, and zero-gravity agents is a long-term expansion area, not a V1 promise. The first release is being kept narrow enough to ship and support properly.
Is PathForge available now?
Not publicly released yet. PathForge is under heavy development and close to its first public build for Godot 4.x production use. The current V1 work is focused on the problems that usually appear after a navigation prototype survives contact with a real game: multi-size agents, tactical movement constraints, dynamic blockers, repeated path queries, and debugging workflows that do not rely on guesswork. The early access list is open for developers and small studios who want launch updates and a chance to test the first release shape before it becomes fixed.