Godot Engine Lets Developers Write Code in Ancient Cuneiform
The post highlights how Godot's adoption of UAX#31 lets developers use ancient scripts like cuneiform as variable and function names, a capability shared with Python, JavaScript, and Rust.
Reporting from 1 source: Automaton.
Developer Stein Makes Games posted on Bluesky that GDScript, the scripting language of the Godot game engine, accepts Sumerian and Akkadian cuneiform characters as identifiers. The post drew attention to the engine's support for Unicode Standard Annex #31, which also permits runes and hieroglyphs in languages that adopt it.
Stein Makes Games, the developer behind the mining roguelite Dig Dig Boom, posted on Bluesky on July 30 that GDScript supports the Sumerian clay tablet alphabet and Akkadian cuneiform. The post resurfaced a topic the developer first raised on Reddit about two years ago.
GDScript follows Unicode Standard Annex #31, which defines which characters programming languages can use as identifiers. Because of that, cuneiform, runes, and Egyptian hieroglyphs can all appear in code, provided the language supports them. GDScript is not alone in this; Python, JavaScript from ES6 onward, and Rust also adopt the same framework.
Stein Makes Games is currently developing Dig Dig Boom in Godot for PC via Steam, with a planned 2027 release. The game announced support for multiple languages, including Japanese, at the end of July, but cuneiform is not among them.
Synthesized by Yomimono from the 1 cited source below, including Japanese-language reporting where cited, then editorially reviewed before publishing.