A GitHub template repository with CI/CD workflows that take your Godot game from
Export → Sign → TestFlight
in a single push. Every step — secrets, signing, submission — documented so you don't get stuck.
No Xcode headaches. No certificate nightmares.
No Mac required.
From chacron.one — the same pipeline I use to ship my own iOS games.
The boring parts, handled. You focus on the game.
Trigger the workflow manually when you're ready. It exports your Godot project, signs it, and uploads to TestFlight — all in one run.
Certificates and provisioning profiles are managed automatically by Fastlane Match. No manual signing. No Xcode required.
Dependencies and export templates are cached between runs so you're not burning GitHub Actions minutes on repeated downloads.
Screenshots at every step, from account setup to App Store submission. Read them here →
Something not working? Open a GitHub Issue. It's the workflow you already know — no support portals, no ticket systems.
Bring your own Godot project. The docs walk you through every configuration step — nothing hidden, nothing to reverse-engineer.
From creating your Apple Developer account to publishing on the App Store — the docs cover the full journey, not just the happy path. And they're free to read before you buy.
Setting up your Apple Developer account, creating a certificates repository, and storing your project credentials.
Gathering and securely storing your API keys and deploy keys once — then reusing them across every future project.
Configuring your Godot project, creating a deployment repository from the template, and connecting the two — with a real demo project as the example.
Creating your app on App Store Connect, configuring secrets, generating certificates and provisioning profiles, and triggering your first build.
Deploying updates to testers continuously, and when you're ready, publishing your game for the world to play.
...with screenshots and explanations for every step along the way.
Read the docs — no purchase requiredOne plan. Billed yearly. Cancel anytime.
Have a license key? Redeem it here →
Builds run on your own GitHub Actions minutes and require an Apple Developer account ($99/year). See FAQ →
Yes. Apple requires an active Developer account ($99/year) to distribute apps. The docs walk you through setting up your account and adding the required credentials — after that, ShipGodot uses Fastlane Match to manage your certificates and provisioning profiles automatically.
Because Apple never stops moving. As of April 28, 2026, Apple started rejecting any app built with anything older than Xcode 26 and the iOS 26 SDK — pipelines pinned to older toolchains broke overnight. That's one example from a long list of changes that quietly break shipping every year. The subscription is what makes it sustainable for me to keep the template working through all of it: when something breaks, I fix it and push the update, and your active subscription gets it the moment it ships.
Not yet — only GDScript projects are supported. Godot's Mono iOS export is still marked experimental and isn't reliable enough for production use right now. As soon as the official Mono export matures, I'll gladly add support for it.
Builds run on GitHub Actions using your own account. GitHub provides a free tier for private repos, but iOS builds run on macOS runners, which count at a higher rate — roughly 200 macOS minutes free per month at current rates (check GitHub's pricing for the latest). The workflows are cache-optimized where possible — a full export, sign, and TestFlight upload takes me around 3–4 minutes per build on a typical small-to-medium project, so the free tier comfortably covers dozens of releases per month.
The workflows let you specify your Godot version before running the pipeline, so any 4.x release should work. I build and test with Godot 4.6.1.
Yes — use it on unlimited projects, personal or commercial. Ship paid games, free games, client work, whatever you want. The only restriction is that you can't resell or redistribute the template itself.