Build with brushes.
Import Standard Quake and Valve 220 maps with surface UVs, material resolution, collision and source locations. Keep the map as the source of truth.
Brush-based level design, connected
Design in TrenchBroom. Play in Godot. Godroom brings your brush geometry, materials and game entities into the engine—without a second scene-building workflow.
A native editor addon + bundled compiler. No separate service.
Unsigned candidate. See measured support and release limits.
A bridge, not another engine
TrenchBroom is where you shape a level. Godot is where you build a game. Godroom handles the translation between them.
Import Standard Quake and Valve 220 maps with surface UVs, material resolution, collision and source locations. Keep the map as the source of truth.
Register point and brush entities, expose typed properties and define variants. Publish the catalog back to TrenchBroom as entity definitions and previews.
Track dependencies and incremental generations. See problems at their source, inspect generated output and recover with an explicitly identified last-good build.
The short version
Project settings connect your map roots, material search paths and entity catalog. Godroom compiles them into resources Godot already understands.
Enable the addon, configure the central settings and publish your game package for TrenchBroom.
Build brushes and place entities. Save the map into a configured project root; Godot imports the changed source.
Instance the imported map in an authored scene. Check freshness and shipping diagnostics before exporting.
Your game, in the catalog
Connect a map classname to a saved Godot scene. Define typed fields, inherited defaults, visual bounds and variants, then publish the same definition to your level editor.

Know what the build is doing
Missing material? Unknown classname? Stale output? Keep the reason visible. Godroom connects diagnostics to source records and exposes generated-data overlays for inspection.

Ordinary resources. Real gameplay.
The build driver imports, checks and exports using your existing Godot preset. Runtime scenes retain their required resources and small typed runtime—not the map compiler or editor tools.

Current release boundary
Godroom is an unsigned, measured-profile candidate. The documented baseline is Godot 4.6.3, with selected qualification across the 4.6.0–4.6.3 patch series.
Both complete public examples pass the enforcing import/check/export workflow. All eleven maps in the Defier staging corpus rebuild, but missing original materials and entity definitions still block a strict shipping cutover.
Read the support matrixStart with a small room
Install, connect TrenchBroom, import a map and build from there.