diff --git a/docs/platforms/godot/logs/index.mdx b/docs/platforms/godot/logs/index.mdx
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+---
+title: Set Up Logs
+sidebar_title: Logs
+description: "Structured logs allow you to send, view and query logs sent from your applications within Sentry."
+sidebar_order: 5600
+---
+
+With Sentry Structured Logs, you can send text-based log information from your Godot Engine applications to Sentry. Once in Sentry, these logs can be viewed alongside relevant errors, searched by text-string, or searched using their individual attributes.
+
+## Requirements
+
+
+
+## Setup
+
+
+
+## Usage
+
+
+
+## Options
+
+
+
+## Default Attributes
+
+
+
+## Troubleshooting
+
+
diff --git a/platform-includes/logs/default-attributes/godot.mdx b/platform-includes/logs/default-attributes/godot.mdx
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+The Godot SDK automatically sets several default attributes on all log entries to provide context and improve debugging:
+
+
+
+
+
+
diff --git a/platform-includes/logs/options/godot.mdx b/platform-includes/logs/options/godot.mdx
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+### before_send_log
+
+To filter logs, or update them before they are sent to Sentry, you can use the `before_send_log` option.
+
+```GDScript
+SentrySDK.init(func(options: SentryOptions) -> void:
+ options.experimental.enable_logs = true
+ options.experimental.before_send_log = _before_send_log
+)
+
+func _before_send_log(log_entry: SentryLog) -> SentryLog:
+ # Filter junk.
+ if log_entry.body == "Junk message":
+ return null
+ # Remove sensitive information from log messages.
+ log_entry.body = log_entry.body.replace("Bruno", "REDACTED")
+ # Add custom attributes.
+ log_entry.set_attribute("current_scene", current_scene.name)
+ return log_entry
+```
+
+The `before_send_log` function receives a `SentryLog` object, and should return either the same log object, with or without modifications, or `null` if you want to discard it.
diff --git a/platform-includes/logs/requirements/godot.mdx b/platform-includes/logs/requirements/godot.mdx
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+Logs for Godot Engine are supported in Sentry Godot SDK version `1.1.0` and above.
diff --git a/platform-includes/logs/setup/godot.mdx b/platform-includes/logs/setup/godot.mdx
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+To enable logging in your Godot project, you need to configure the Sentry SDK with Logs enabled.
+
+### Project Settings Configuration
+
+1. Open **Project Settings** in Godot, and navigate to **Sentry > Experimental**.
+2. Turn on the **Enable Logs** option.
+
+### Programmatic Configuration
+
+Alternatively, you can enable logs programmatically when initializing the SDK:
+
+```GDScript
+SentrySDK.init(func(options: SentryOptions) -> void:
+ options.experimental.enable_logs = true
+)
+```
diff --git a/platform-includes/logs/troubleshooting/godot.mdx b/platform-includes/logs/troubleshooting/godot.mdx
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+### Performance Considerations
+
+- Logs are sent asynchronously to avoid impacting game performance.
+- Consider disabling debug level logs in production to avoid excessive log volume.
+- `before_send_log` callback is executed synchronously, so keep processing lightweight.
diff --git a/platform-includes/logs/usage/godot.mdx b/platform-includes/logs/usage/godot.mdx
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+Once the feature is enabled on the SDK and the SDK is initialized, you can send logs using the `SentrySDK.logger` APIs.
+
+The `SentrySDK.logger` exposes six methods that you can use to log messages at different log levels: `trace`, `debug`, `info`, `warn`, `error`, and `fatal`.
+
+```GDScript
+SentrySDK.logger.trace("Initialized inventory database")
+SentrySDK.logger.debug("Player inventory updated")
+SentrySDK.logger.info("Level loaded successfully")
+SentrySDK.logger.warn("Item configuration not found")
+SentrySDK.logger.error("Failed to save game state")
+SentrySDK.logger.fatal("Inventory data corrupted")
+```
+
+
+
+Support for log attributes and string interpolation will be added in future releases.
+
+
+
+### Godot Logging Integration
+
+When the feature is enabled, the SDK automatically captures Godot messages, warnings, and errors as logs. You can use `print()`, `push_warning()`, and `push_error()` as usual. These show up as `info`, `warning`, and `error` logs. The SDK also turns runtime errors and warnings into events based on your configuration.