r/bevy • • 17h ago

Terminal Drift Demo now on Steam!

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32 Upvotes

Our new game developed using Bevy 0.20 now has a demo on Steam!

Check it out at

https://store.steampowered.com/app/5429990/Terminal_Drift_Demo/

The game features couch and online coop as well!


r/bevy • • 22h ago

Project My bevy game is out today!

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57 Upvotes

Long time Bevy user here, this is my second game that I have released and built with Bevy!


r/bevy • • 23h ago

My Bevy game got approved by Steam ! Huge thanks to the Bevy community !

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211 Upvotes

Hi everyone,

Two months ago I posted here about the debug panel I rebuilt with bevy_feathers for my game (you can find the post here : https://www.reddit.com/r/bevy/comments/1w8spyi/built_full_debug_panel_using_bevy_feathers/), it got way more traction than I expected for a dev tool post, so I wanted to thank you all for that !

I also wanted to give a small update on the game itself since then, and mostly to say thanks; these posts are really motivating me and encourage to keep going !

The game is called Sizzling, to resume it very briefly; it's a relaxing exploration based incremental game, you launch a ball that paints color over a huge seed generated world, you earn ink, buy upgrades, discover world mysteries and push further on each run

Today the game got approved on Steam, I made a trailer for this announcement step, you can find the Steam page here : https://store.steampowered.com/app/5008130/Sizzling/

I also shared it on r/incremental_games earlier today and the feedbacks there were really warm, which is a big motivation boost too !

A bit of context on the tech side, the game started as a three.js prototype in the browser (still playable here btw : https://sizzling.mazz.lol/) and with all the content, visuals and mechanics I added the browser just couldn't handle it anymore, so quickly I ported the whole thing to bevy, and honestly it's been the best decision I took on this project, bevy/rust/ecs is so fresh to use, I'm having a total blast working with it !

Few things I enjoyed a lot along the way :

- ECS just makes sense for this kind of game, lots of small systems (flora, fauna, lore, water, fx, progression, producers, etc...) that talk through messages and resources, I split the game into several crates so each domain stays isolated and compiles on its own

- WESL shaders with hot reload, being able to tweak a shader while the game runs gains so much time to iterate

- bevy_feathers for the dev panel (from my previous post), default dark theme, works great and clearly reads, I still think feathers is under valued in bevy projects that I saw there

- bevy_remote (BRP) is overpowered, that's like the second under valued bevy package tbh, I built a whole dev harness on top of it, I can drive the running game from testing scripts (teleport to a site, stage a scene, launch the ball, tune values live), I use it for acceptance tests too

I'm planning to release the game in 2027 and a demo build too soon, I'm also looking for beta testers for the demo, if you're interested you can DM me on reddit

I really wanted to thank the Bevy maintainers and contributors, and the community in general (Discord, this subreddit, the examples, the migration guides, ...)

If you have questions about the stack, the dev harness or anything Bevy related on the project, let me know, I'm happy to share details ! Don't forget to drop a wishlist to the steam page if it tickled your interest :)

Have a nice day everyone !


r/bevy • • 2d ago

Project OVERMATCH: We got spall!

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25 Upvotes

The project has been sleeping for a little, but I'm back in the game!
I wanted to show the most recent advancement, simulation of internal spall, together with explosive filler-type shell's combusting according to it's fuse sensitivity.


r/bevy • • 2d ago

Alcubierre Drive in Bevy 0.20

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89 Upvotes

tried all other engines, same scene, Unity, Godot, Unreal, most of JS ones
Bevy turned out the best looking , about on par with Unreal


r/bevy • • 2d ago

Project Ochre

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92 Upvotes

Ochre is a voxel project I've been working on since 2021.

Originally started as a simple Minecraft clone using Amethyst's ECS library and plain OpenGL bindings, but I migrated it to Bevy a while back.

Some cool features:

Terrain streams in around the player and falls back to coarser LOD meshes with a cross-fade, so the curved horizon reaches 16 km at the default render distance.

64 km x 64 km world. Droplet erosion carves valleys, hydrology routes rivers to lakes and the sea, and a climate pass sets temperature and moisture.

A day and night cycle with sun, moon and stars, atmospheric scattering, volumetric clouds and weather including rain.

It's open-sourced, available on GitHub: https://github.com/rornic/ochre

I have an RTX 2060 and get great results with 1024+ chunk render distances. Would be great to see how this runs for someone with a beefier GPU.


r/bevy • • 3d ago

Implemented Avian physics overnight, such a good library!

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20 Upvotes

I went from a 2d game to a 3d game overnight to cast more realistic shadows. Then I implemented Avian 2d physics. I love the flexibility ECS gives. I'm really starting to fall in love with Bevy more and more.


r/bevy • • 3d ago

Project MMORPGFPS in Bevy 0.20

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46 Upvotes

Been building this after my day/night job for a while. Oraclerium, a first person MMO shooter. Windows only and pre-alpha. There is a playable build, but it is small and things break constantly.

Bit of background: started game programming in school about 15 years ago learning C++ and ActionScript.

Day job the last 5 years is maintaining network automation software at an international company and working as a network engineer/security engineer, my title changes depending on who you ask.

The video is my dev build.

I plan to have open world pvp, housing, faction choices, caves and epic arcs to unlock vehicles, mounts and shapeshifting.

Yes, I use Claude Code. Everyone at my job does, and most people I know use it for their hobby stuff too. It is part of how software gets made now.

Not sure what to post here as I suck at social media so feel free to ask questions, I just wanna showcase my Bevy game. =)


r/bevy • • 4d ago

Project Cross platform real time terrain editor

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65 Upvotes

This is Lithos, a real time graph based procedural terrain editor. I started working on this in August prototyping it in Bevy. I've carried on using Bevy in the full product to power the 3D rendering. The compute engine which also uses the GPU uses proprietary compute shaders for complex geo-simulation in real time.

Private beta is dropping in December. If you are interested in building terrain for your projects I'd love some feedback.

Happy to share more here as well.


r/bevy • • 4d ago

Former Ubisoft Developer Building 10 Games with Bevy - Looking for Testers! ๐Ÿš€

0 Upvotes

Hey Bevy community! ๐Ÿ‘‹

I'm a former Ubisoft developer (2019โ€“2020), and I wanted to share something I've been working on!

My passion is Bevy, Rust, and the ECS architecture. I've been developing Wings Framework and several Bevy packages, with more on the way, particularly focused on making Android and iOS game development with Bevy easier and more accessible.

๐ŸŽฎ My goal: Build 10 games with Bevy!

I want to build a solid portfolio of games developed entirely with Bevy and published on both Android and iOS.

The first five games are inspired by classics I personally love:

  1. Flappy Bird
  2. Mahjong
  3. Crosswords
  4. Zuma
  5. Doodle Jump

Just to clarify: By recreating these games, I don't mean making 1:1 copies. I want to take the core ideas that made them fun and give them a fresh identity, with modern gameplay, new mechanics, and my own creative direction.

And that's just the beginning!

I also have 5 completely original game concepts planned, which I'll introduce over the coming years. These are more ambitious projects that need considerably more development time.

๐Ÿงช Looking for up to 50 testers!

I'm looking for up to 50 people from the Bevy community who would be interested in helping me test these games on Android and/or iOS.

I'm not expecting anyone to spend hours playing every day. Even occasional testing, bug reports, gameplay feedback, and suggestions would mean a lot!

๐ŸŽ What do you get in return?

As a thank-you for helping me throughout this journey, I'll give every participating tester:

  • โœ… Lifetime Premium access to all 10 games.
  • โœ… All current and future game content unlocked, for free.
  • โœ… Access to future updates and premium features.
  • โœ… The opportunity to help shape these games through your feedback.

No subscriptions, no hidden costs. Just lifetime access as a thank-you for your support!

โค๏ธ Why am I doing this?

I genuinely love Bevy and believe it has enormous potential, including for mobile game development.

I want to contribute to its ecosystem, build useful tools for other developers, and demonstrate that Bevy can power polished, production-ready mobile games.

I know this is an ambitious long-term goal, but I'm excited to keep building, learning, and sharing my progress with this community.

If you're interested in becoming a tester, leave a comment or send me a DM! Please mention whether you use Android, iOS, or both.

And if you're a fellow Bevy developer, I'd love to hear your thoughts, ideas, or suggestions!

Thanks for reading, and happy coding! ๐Ÿฆ€โค๏ธ


r/bevy • • 5d ago

How's my sea looking :) ?

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124 Upvotes

r/bevy • • 5d ago

Golden temple looking pretty

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16 Upvotes

on low settings. I'd like to see it using bevy pathtracer realtime. my m4 took 141 seconds to render 1 frame though :O


r/bevy • • 5d ago

Building a Daggerfall-compatible engine in Rust + Bevy โ€” test-driven, and honest about the gaps

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1 Upvotes

r/bevy • • 5d ago

Project 2 years push Bevy a bit more each day

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28 Upvotes

5 years at Microsoft and 2 at Ubisoft and ended up finding bevy, worked 2 years on a heavily inspired from (OVERLORD, DANMACHI, SOLO LEVELING, LOG HORIZON, DND ..) MMO (yes 2 years working on my own networking system and tit bits of tech here and there), game is pretty simple, hole appears city on top, gods descent to help humans vanquish and close hole, gods give miracles and powers (millions of combinations), preferably play in a team or you would be crushed like i was in the first layer (yes the first), there is a large number of layers and types of enemies, many schools of magic, many types of weapons art, combat is obviously inspired from Elden ring with some major additions (throwing nets or oils then a torch to burn them and so many other ways to interact with object, in the video i literally threw a healing potion ๐Ÿฅฒ , many tiers of magic (DND inspired) Godlike magic is possible (even tho only possible for monsters right now) if a monster kills players simply becomes a nightmare and so on until he is a calamity level and invades the city, there is PVP after floor 13 ... well so much stuff in 2 years i forgot 80% of it haha

Note : i literally get jump scares in the game and PTSD from getting destroyed from a now T2 Nightmare (it was invading the floor as i was dying haha) keep postponing the server wipe and had an issue today with Railway (global) anyways if interested we can do a full team test or even more than a team (servers support around 10.000+ players right now on the same session still needs real testing)


r/bevy • • 6d ago

Any games in Bevy published to consoles?

24 Upvotes

What the subj says: are there any games written with Bevy and successfully published on consoles, or is Bevy too small, too young, too feature incomplete, etc., for that? Any expected timeline or educated guesses?


r/bevy • • 6d ago

My Rogulite Dungeon Crawler Carl inspired game im building.

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13 Upvotes

Hey there, just a hobbyist here, just getting into and learning how to use Bevy. I was inspired by the Dungeon Crawler Carl books to create this absurd dungeon rogue-lite game. Here's a little update on what it's looking like right now. I just finished some of the corpse and gore aspects of of the game. Still need to add some gibbits and a little bit more tuning of the flinging of bodies I plan to have different types of death animations or death types depending on damage types, such as sword slices and others, but for now, this is pretty much all I have. Still working on some animations. Im just having fun building this and loving the capability of bringing my ideas and inspiration into a game such as this

Let me know what y'all think and if you have any other ideas on game improvements. I definitely know the animations aren't quite there, and I'm working on a fully new animation and art style of the main character in it, the crawler. It still needs lots of artwork, really.


r/bevy • • 6d ago

Fruitless Campaign on Steam

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8 Upvotes
  1. What engine you think this is?
  2. What gave it away?

r/bevy • • 6d ago

Project voxelized smoke grenades in my bevy FPS

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24 Upvotes

A user here (JayWelsh) shared his cool smoke library and it was super easy to get working in my game.

I saw DigitalFoundry's video about mw4 and they mentioned this style of smoke there so I wanted to show off that bevy indie dev is hot on their heels ๐Ÿ˜‚

Sounds like mw4 is using it for most smoke effects in the game though. Kinda makes me want to try it billowing out of a smoke stack or descending a hill in some big wave.


r/bevy • • 6d ago

I tried Bevy and here's what happened

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19 Upvotes

I decided to try making something simple with Bevy.

The game idea is simple: you need to find 5 cats on a planet among 1 000 000 penguins and send them home on a rocket. I like how massive it looks and how challenging it can be to search for the cats.
But at the moment the game feels boring. I'm thinking about trying to add a first-person view and a landscape with biomes.
What do you think?

P.S: I wanna be honest, sometimes I used AI.


r/bevy • • 6d ago

Project I continue working on a Bevy-Blender Live-Link.

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45 Upvotes

I've added support for exporting individual GLB assets from Blender collections. Any collection named @BBLL_{name} is automatically exported as {name}.glb into a glbs/ directory next to the .blend file.

The non-destructive Blender workflow also works directly in the running Bevy application, as you can see with smooth shading, sharp edges, and unapplied Bevel modifiers.

I'm following a one Blender file = one scene approach, with marked collections exported as individual, reusable GLB assets.


r/bevy • • 7d ago

Wings Framework 0.2

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9 Upvotes

r/bevy • • 8d ago

Winit and iOS 27 sdk?

9 Upvotes

When will bevy support this new iOS 27 sdk scene requirement? ๐Ÿ˜ญ


r/bevy • • 8d ago

Help Animations

11 Upvotes

Hello!

I'm a beginner in bevy but know rust decently well, and I'm making a card game (kind of a regional version of poker).

I'm displaying the cards as part of the UI using bsn! + ImageNode (not sure if that was the right call instead of making it just an entity, but I think it is), and I want to animate the cards dealing from around the center of the screen, to reach the place it's supposed to be in the UI, is there a way to animate it without dependencies? Or is it recommended to use something like bevy_tweening/bevy_tween? honestly the bevy animation examples are kind of noisy to read, but something like bevy_tweening looks clear

I'm planning on also adding animations to the characters of the player in the same game, something like a squash and stretch, and maybe other kinds of animations

What do you recommend for that? Should I hand-roll something for it, or use an animation crate?


r/bevy • • 8d ago

Love Bevy and Rust, but struggling with the lack of a mature editor

42 Upvotes

I'm currently developing a 3D fighting game as a solo developer, and I'm torn between sticking with Bevy and switching to Unreal Engine.

As a programmer, I really enjoy Rust, Bevy's ECS architecture, and the control it gives me. However, the lack of a mature visual editor is becoming increasingly concerning.

For a 3D fighting game, workflows involving animations, environments, cameras, VFX, and UI are incredibly important. I've experimented with Jackdaw, and while it's promising, it's still far from the tooling offered by established engines.

Unreal seems to solve most of these problems, but I'm not particularly fond of its C++ ecosystem, Blueprints, or overall philosophy.

I understand Bevy is still evolving, and I appreciate the work its contributors are doing. I'm just struggling to decide whether the benefits of Rust outweigh the productivity costs of not having a mature editor.

for those working on substantial 3D projects in Bevy:

  • How do you handle visual iteration and asset workflows?
  • Has the lack of an editor become a significant obstacle?
  • Would you still choose Bevy over Unreal or Godot?

I'm genuinely interested in hearing about your experiences, not starting an engine war. I'd love to stick with Bevy, but I'm finding this decision increasingly difficult.


r/bevy • • 8d ago

Project Just testing some live Blender โ†” Bevy geometry editing, guys ;)

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70 Upvotes

As you can see, Bevy runtime reacts to Blender changes, all without recompilation <3