GDScript
Godot's in-house scripting language: Python's indentation, with semantics built around the engine's nodes and signals.
By their own account, Godot's developers tried Lua, Python and Squirrel before writing their own. The argument was integration: embedding a general-purpose language means a binding layer that translates between its objects and the engine's, paying for it in performance and garbage-collection friction. GDScript talks to Godot's object model directly, so $Player fetches a child node and signal is a keyword.
It looks like Python but isn't — no standard library, no pip. Optional static typing arrived in Godot 3.1, and Godot 4 (2023) rewrote the language from scratch as GDScript 2.0, adding lambdas and faster typed code. Heavier lifting goes to C# or native extensions in C++.