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Doesn't look like the mac version was signed right, and gatekeeper is denying it. Would you be able to fix that?

Oh that's not good, I'll try to get that fixed.

So it seems as though I there isn't anything I can do on my end without an official developer license or something of the sort. However I did find this page from the Godot documentation that shows ways you can try to run it anyways. If it's any help, I gave it a bundle identifier but had Notarization disabled on export.

Article: https://docs.godotengine.org/en/stable/tutorials/export/running_on_macos.html