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That segfault definitely happens within the Godot runtime itself. I've been running Strive 2 under the next Godot release (3.2.2) and I've found it quite stable -- so you might want to try it out. Unfortunately, if you do that, you'll need to fix some GDscript code that 3.2.2 made illegal (their bug https://github.com/godotengine/godot/issues/39861) :(.
Another technical option would be to get a debug build of Godot 3.2.1, make it crash again, and then investigate the core dump in your favourite debugger. (When I did that I found one impossible NULL pointer, and one infinite recursion; you might find something else.)
The one non-technical option I have for you is to just sit tight. The fixes for option 1 (runnable in Godot 3.2.2) will be included the next release, and it's possible that Mav will officially upgrade his Godot runtime too.