However, ultimately I abandoned that project because there were too many papercuts in Godot for me to be satisfied. Godot felt like it was a sort of "jack of all trades master of none". Everything worked pretty well but not one thing was fully polished for real world usage. There were ultimately at least one or two shortcomings in every system that just made the experience frustrating when trying to deliver a real project. For example, the asset import system is great but it fell down once I imported by 40,000+ assets or there were limited controls for navigating around the 3D viewport or odd behavior in physics functionality like slide and move that basically meant I needed to write my own equivalent. I am more than willing and able to work around limited features or fix bugs but there's something about "almost does what I need but it's not done yet" that is a real motivation drain. Maybe it's unfair of me, the retort is always "it's open source, contribute back!" but alas that is how I felt as a USER before I considered being a CONTRIBUTOR.
I've been tracking Godot since then and there have been HUGE amounts of work in lots of different systems, it's been quite amazing to watch. However, these decisions were quite ambitious as outlined in this blog (rewrite physics, rewrite renderer, massive upgrades to scripting language, etc.) that now the "polished" experience I've been waiting for has been postponed again. I'm optimistic the day will come where Godot becomes "good ole reliable" but until then I will keep waiting and begrudgingly use something else.