Obfuscate GDScript in production export

### Describe the project you are working on Any project which can be released publicly where the developer might not want to have their code or structure implementation easily stolen. ### Describe the problem or limitation you are having in your project Currently Godot [supports encryption of the exported files](https://docs.godotengine.org/en/stable/development/compiling/compiling_with_script_encryption_key.html) (if you use a custom build of the export templates) However this is not really good enough. Almost every successful engine will at some point have a decompiler for the exported assets. (see [ILSpy](https://github.com/icsharpcode/ILSpy)). In-fact, due to the open source nature of Godot, I think it would be relatively simple to write a script-dumper, that uses the encryption to first de-crypt the files and then just dump them to some output folder once they've been loaded into memory. Many others have also been worried about this issue, quite often with those issues being closed when the discussion goes more towards DRM or encryption. ### ❗️ This is not a discussion about DRM or Encryption ❗️ https://github.com/godotengine/godot/issues/39115 https://github.com/godotengine/godot/issues/24716 https://github.com/godotengine/godot/issues/19790 ### Describe the feature / enhancement and how it helps to overcome the problem or limitation When exporting to production, exported GDscript files can be obfuscated with the names mangled. In this case, adding encryption would add a layer of security, and if someone does decide to extract the files from the pck, they are left with an unintelligible mess of obfuscated code. This additional security would put godot at the top end of protecting game assets, and likely bring users to our community. ### Describe how your proposal will work, with code, pseudo-code, mock-ups, and/or diagrams An example implementation [can be found here](https://github.com/javascript-obfuscator/javasc

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FL score

62

out of 100

Verdict

VALIDATE

high confidence

Competition

12

competitors found, nascent market, funded players

Trend

3 community mentions

A tool to obfuscate GDScript in Godot production exports to protect intellectual property.

The pain

Godot's current encryption is easily bypassed, allowing for simple decompilation of GDScript, exposing valuable intellectual property for commercial game developers.

The gap

While basic open-source obfuscation plugins exist, there is no robust, commercially supported, or highly advanced solution specifically for GDScript that effectively deters reverse engineering and is integrated seamlessly into the Godot export process.

Build angle

Develop an 'industrial-grade' GDScript obfuscator for Godot, offering stronger protection than existing tools (e.g., advanced control flow flattening, anti-tampering) with commercial support and seamless integration for studios and serious indie developers.

Strengths

  • Real, expressed pain from Godot developers about IP protection.
  • Clear, specific target audience (commercial Godot developers).
  • Godot engine's growing popularity creates a growing market.
  • Potential for a premium, commercially supported product if differentiation is strong.

Risks

  • High technical complexity for a solo builder to create a truly effective and resilient obfuscator.
  • An open-source plugin (GDMaim) already exists, requiring significant differentiation to justify payment.
  • Lack of clear 'payment signals' beyond general desire for IP protection.
  • Difficulty of validating a 'superior' obfuscator without extensive development.
  • Potential for Godot engine to introduce better native solutions in the future.
  • Ongoing maintenance and updates needed to counter new decompilation methods.

Next steps

  1. Conduct in-depth interviews with commercial Godot developers and small studios to understand their specific pain points with existing protection methods (including GDMaim).
  2. Identify the exact features or level of obfuscation they would pay for, and what price point.
  3. Research the technical limitations or complaints about GDMaim to find concrete differentiation points.
  4. Explore existing obfuscation techniques from other languages (e.g., JS, C#) and assess their applicability and complexity for GDScript.
  5. Build a proof-of-concept that demonstrates a significantly higher level of obfuscation than GDMaim and test it with target users for feedback.

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