# Switching to Godot 4

**URL:** https://forum.revolutionarygamesstudio.com/t/switching-to-godot-4/986
**Category:** Meta
**Created:** [February 10, 2023, 3:22am UTC](https://forum.revolutionarygamesstudio.com/t/switching-to-godot-4/986 "2023-02-10T03:22:11Z")
**Posts on this page:** 1
**Showing post:** 6

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### Author: ![hhyyrylainen](https://thrivedevforum-cdn.b-cdn.net/user_avatar/forum.revolutionarygamesstudio.com/hhyyrylainen/32/2243_2.png) [@hhyyrylainen](https://forum.revolutionarygamesstudio.com/u/hhyyrylainen)
#### Post date: [March 14, 2024, 1:09pm UTC](https://forum.revolutionarygamesstudio.com/t/switching-to-godot-4/986/6 "2024-03-14T13:09:05Z")

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Update on this:

> [@Thrive now uses Godot 4](https://forum.revolutionarygamesstudio.com/t/thrive-now-uses-godot-4/1091):
>
> It is finally here, Thrive now uses Godot 4. I’ve just merged the code to master branch switching the Godot version. However as this is a huge change, I could not make it all at once. So while Thrive now basically works, there’s still a lot of issues and warnings from Godot to solve. This means that anyone working on Thrive locally should now go and download Godot 4.2 (it seems that maybe 4.2.2 RC1 is required to successfully import Thrive). Also if you have opened Thrive in Godot 3, you need …

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