[Tool] LiteQuest System — Modular Quest Framework for Godot 4.7+ (.NET 8, C#)

Hi everyone,

I’d like to share LiteQuest System — a lightweight, fully decoupled quest framework for Godot 4.7+ (.NET 8).

Features

  • 5 Objective Types: Collect, Kill, Damage, ReachLocation, Custom
  • Quest Chains: Prerequisite gating + auto-start follow-up quests
  • Event-Driven Runtime: 4 C# events (Started, ProgressChanged, Completed, RewardsGranted)
  • JSON Save/Load: Forward-compatible schema merge
  • HUD + NPC Demo: Quest tracker UI + dialogue panel + full playable 2D demo scene
  • Editor Inspector Plugin: Checkbox prerequisite picker, live hints, validation warnings, Undo/Redo
  • Runtime Debug Overlay (v1.1.1): F3 toggle — quest list, manual activate/complete/reset, event log

v1.1 Extended Edition ($2.99)

Extended edition adds:

  • IObjectiveHandler interface — implement your own objective types (Escort, Fetch, Defend, etc.)
  • QuestObjectiveRegistry — register custom handlers at startup, they auto-appear in the Editor dropdown
  • EscortObjective example — ready-to-compile reference implementation
  • Full backward compatibility — old enum API still works, old .tres files deserialize correctly

Download

Free v1.0 + paid v1.1 extended edition: LiteQuest — Modular Quest Framework for Godot 4.7 / C# by gutian2000

Source code on GitHub: gutian2000 / LiteQuestGodot (MIT, open source for v1.0)

Requirements

  • Godot 4.7+ (.NET / mono build)
  • .NET 8.0 SDK

License

MIT (v1.0 open source)


Feedback and suggestions welcome!

v1.1.1 released — runtime debug overlay (F3) + StartQuest(force) for debugging

Quick update: LiteQuest is now on itch.io with full source + demo scene. 5 objective types (Kill/Collect/Reach/Talk/Custom), quest chains, data-driven QuestResource, event signals, UI prefabs.

Next up: timed quests, multi-objective quests, prerequisite checks.

Find it here: gutian2000.itch.io/litequest

Questions and feature requests welcome!