diff --git a/sections/godot.typ b/sections/godot.typ
index 13bc01a2f2bff5c095583932b3a0b030df9130a4..c1bafff6e77d354cf0dd8ccdf9bd8d8fe186af24 100644
--- a/sections/godot.typ
+++ b/sections/godot.typ
@@ -8,7 +8,7 @@
 It uses an object-oriented programming model and has its own scripting language #link("https://docs.godotengine.org/en/stable/tutorials/scripting/gdscript/index.html")[GDScript] with optional typing and python-like syntax.
 It also supports #link("https://docs.godotengine.org/en/stable/tutorials/scripting/c_sharp/index.html")[C\#/.NET]
 and has native bindings called GDExtensions for C and C++.
-There are also several community-maintained language bindings like #link("https://github.com/utopia-rise/godot-kotlin-jvm")[Kotlin]
+There are also several #link("https://github.com/Godot-Languages-Support/godot-lang-support")[community-maintained language bindings] like #link("https://github.com/utopia-rise/godot-kotlin-jvm")[Kotlin]
 or #link("https://github.com/Geequlim/ECMAScript")[JavaScript/TypeScript] with a modified base engine or #link("https://docs.godotengine.org/en/stable/tutorials/scripting/gdextension/what_is_gdextension.html#supported-languages")[Rust, Go, and Swift] for GDExtensions.
 However, I advise using GDScript or C\# as they have the best support, and have a programming model fitting the engine.
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