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Fetch the complete documentation index at: https://mintlify.com/titledgames/microwave-man/llms.txt

Use this file to discover all available pages before exploring further.

Microwave Man requires Godot 4.6. You can set up your environment either by downloading Godot manually from the official site or by using the included setup.sh script, which automates the download and installs export templates as well. Both paths are covered below.

Prerequisites

  • Godot 4.6 — the project will not open correctly in other major versions
  • Git — to clone the repository
  • Python 3 — only needed if you want to preview web exports locally

Manual setup

This approach works on any operating system.
1

Install Godot 4.6

Download the Godot 4.6 binary for your operating system from the official site.https://godotengine.org/downloadExtract the archive and place the binary somewhere on your PATH, or note the path for use in the next steps.
2

Clone the repository

git clone https://github.com/TitledGames/Microwave-Man.git
cd Microwave-Man
3

Open the project in Godot

Launch Godot, click Import, and select the project.godot file from the cloned directory. Godot will import assets and open the project.
4

Run the game

Press F5 or click the Run Project button in the top-right toolbar to start the game. The main menu scene will launch in a new window.

Script-based setup (Linux)

On Linux, setup.sh automates downloading Godot 4.6 and the matching export templates, which you need if you want to build distributable binaries or a web export.
bash setup.sh
The script performs these steps:
  1. Installs system dependencies (libfontconfig1, unzip, wget) via apt-get
  2. Downloads the Godot 4.6 Linux binary and moves it to /usr/local/bin/godot
  3. Downloads the Godot 4.6 export templates (.tpz archive) and extracts them to ~/.local/share/godot/export_templates/4.6.stable/
  4. Creates fallback copies of the web export templates (web_nothreads_debug.zip and web_nothreads_release.zip) if they are missing, which resolves a common “nothreads” error during web export
setup.sh requires sudo for the apt-get and /usr/local/bin steps. Review the script before running it if you are on a shared or managed system.

Running the web build locally

Use run.sh to export the project as a web build and preview it in a browser.
bash run.sh
Internally, this runs:
# Export to the build/web directory
godot --headless --export-release "Web" build/web/index.html

# Start the local HTTP server
python3 serve.py
serve.py is a small Python HTTP server that sets the COOP and COEP headers required for SharedArrayBuffer, which the Godot web export depends on. Open the URL printed by the server (typically http://localhost:8000) to play the build.

Exporting to other platforms

Using the Godot editor

Open the project, go to Project → Export, select a preset, and click Export Project. Export presets for Android, iOS, Linux, macOS, Web, and Windows Desktop are already configured in export_presets.cfg.
Desktop and mobile exports require the matching export templates to be installed. Run setup.sh on Linux, or download them from the Godot release page and install them via Editor → Manage Export Templates in the Godot editor.

Using the headless CLI

The CI pipeline exports all platforms headlessly. These are the exact commands used in the GitHub Actions workflow and can be run locally once export templates are installed.
godot --headless --verbose --export-release "Web" build/web/index.html
After exporting, serve the output with:
python3 serve.py

Continuous integration

The .github/workflows/release.yml workflow triggers on every GitHub Release and builds all platform exports automatically using the barichello/godot-ci:4.6 Docker image. Successful builds are attached to the release and the web export is deployed to GitHub Pages.

Project structure

Understand the scene and script layout before making changes.

Contributing

Learn how to open a pull request and what to expect during review.

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