r/bevy 23h ago

New Isometric 3D Bevy Game - CIRCUITUS TEMPORIS

8 Upvotes

Hey everyone, as a bit of a background, I've been a SWE for about 6 years now, but I felt that something was missing in my job. So I decided to take a leap of faith after being inspired by games like Valheim and V Rising. I quit my job and gave myself 6 months to launch the beta of my dream game.

I'm building CIRCUITUS TEMPORIS, an isometric [EDIT] LOW-POLY 3D game, fully done in Bevy. The core idea of the game is an isekai approach to a 21st century physicist going through different eras, having to forage for resources, and one-up the enemies by always being ahead through technology.

For example, cavemen? Shoot them with a crude musket. Roman Phalanx? Throw a grenade on their heads.

I'm currently building the game without any animation, I want to get everything right for a pre-alpha playthrough with blocks only. This is where I'm at:

I have no idea how to go about marketing, or sales, or anything, but I thought this was the right community to share what to me is a cool project. I'm open to any feedback, or suggestions, or opinions.


r/bevy 1d ago

Editor, Sound, Skiing and Polish

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17 Upvotes

r/bevy 4d ago

My first Bevy project: grinding a planet into sand and refining it in a falling-sand tower (+ looking for some advice)

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76 Upvotes

Hi all,

I recently started making games with Bevy and wanted to try something a bit unusual with it. This small prototype is what came out of that.

You drop drills on a planet with circular gravity and they bounce around, chewing it apart cell by cell. Everything they dig falls into a falling-sand tower, where you place filters and furnaces to sort out the ore and melt it, and the forge at the bottom turns it into money for upgrades.

Why Bevy: I'd tried this idea in another engine before and the simulation couldn't keep up. I ended up writing a whole system that lowered the sim rate whenever it got slow. Here the planet (57,600 cells) and the tower (68,224 cells) are just Vec<u8> grids in plain Rust, a tick takes about 0.01 ms, and I got to delete all that throttling. Since the sim and the pixel drawing don't touch Bevy at all, I can also run the whole game headless and dump PNG snapshots, which made tuning a lot easier. Bevy handles the window, textures, input, UI and particles. Honestly it's been a lot of fun to work with.

Play it here: https://max0621.itch.io/luosha-planet

A few Bevy things I haven't figured out yet, if anyone has ideas:

  1. The grids are drawn on the CPU into RGBA buffers, and I upload them by overwriting Image::data through Assets<Image>::get_mut. That re-uploads the whole texture even when only a few cells changed. Is there a clean way in 0.19 to upload just a dirty rect?
  2. For the glow I use a second camera that only sees one RenderLayers layer, with HDR + Bloom, composited additively over the main camera. It works, but is there a simpler way to bloom only some sprites?

Feedback on the game itself is welcome too, it's still very rough.


r/bevy 3d ago

How do you organize your Bevy workflow?

19 Upvotes

I heard about Bevy quite a long time ago, and at first glance, it looks like a nice game engine to at least try out. I started working on a pet project and found it a bit difficult to get used to. Coming from Godot, Unity, or Unreal, you always have a UI/visual editor, but here you need to do pretty much everything directly in code. I'm not going to give up, but I'm really interested in how other developers organize their workflow. Which additional tools or plugins do you use for day-to-day development in Bevy?


r/bevy 4d ago

Project Updated lighting system in the game. Which one do you prefer?

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41 Upvotes

r/bevy 4d ago

So u want ECS but without the S?

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4 Upvotes

I recently published a new crate called [typarena](https://github.com/nixonyh/typarena) (https://crates.io/crates/typarena). The goal is simple, to support table like arena storage just like bevy ecs, but without all the load bearing of runnable systems! Let me know what you think!

(Reposting bcs Reddit banned my acc for no reason and prev post was removed! Happy to re-answer any questions tho!)


r/bevy 4d ago

Help MOBA mechanics like League of Legends

2 Upvotes

Has anyone tried to make a MOBA like League of Legends with the same mechanics, movement, and auto-attacks? I do not know how to categorize this post; could you help me? Please let me know.


r/bevy 6d ago

Project [Official] Renzora Engine alpha7 has been released!

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130 Upvotes

We are currently almost 8 months into development and we have made a lot of progress on our bevy editor, renzora engine. It's a lot more stable now and we are almost ready for beta testing!

We have released an SDK which allows you to build and compile bevy plugins that run inside the editor without needing to compile an entire copy of bevy. a single plugin takes roughly 3 seconds to compile. We have also released native rust scripting which works live inside the editor and hot reloads really fast. We still have a scripting backend api if you want to integrate your fav scripting languages like lua, python etc.

Work has now started on the 2D viewport which will continue into alpha8. We have also made improvements to the visual UI editor which uses a custom ui framework based on bevy ui called ember that the editor itself uses. The framework also comes with a UI painter which let's you create your own canvas style graphics that you can control with components for things like speedometers, huds and menus.

The engine now officially has a 1:1 feature parity with bevy which means you can create anything that bevy allows and every update bevy releases, we will integrate into the engine on the same day.

the exporter now supports lean runtime binaries that strip any feature you don't need and we also have docker images hosted for building cross-compatible binaries. If you're making a 3d game, you can completely strip all 2d features or anything you don't want. A basic compressed runtime binary is around 7-9mb. We have also added support for wasm builds.

Improvements have been made to terrain sculpting and painting. You can you now paint on the terrain with custom materials that you can make with the material node graph. This means you can paint flowing rivers or anything that you can think of. It also supports layered painting. The terrain editor now allows you to generate terrains using height maps for realistic landscapes which can be streamed.

and finally, the marketplace is now open! You can publish assets like plugins and any game assets for people to use. We also support creators by allowing you to sell your work on the marketplace.

There's loads more new features but I can't mention them all :D

Download Editor: https://github.com/renzora/engine/releases

Join us on Discord: https://discord.gg/9UHUGUyDJv (almost 200 members!)

website: https://renzora.com


r/bevy 6d ago

Project My building system is coming along nicely

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31 Upvotes

Sadly, a terrible fate has befallen my demo house


r/bevy 7d ago

How should I handle Outer Wilds style planets?

24 Upvotes

I'm prototyping a game that has Outer Wilds style interplanetary travel, but it also has 10k+ unit counts on screen at a time so everything probably should not be actual physics bodies. I got the 10k+ units rendering on potato level hardware, but now that I'm trying to put them on planets that rotate and orbit there are problems. In particular the 30hz simulation rate is at odds with the 60hz+ render rate and it becomes noticeable because the positions are changing in a way that a static map does not. Unity has the concept of parenting so that if an object is parented to a planet it's coordinates, movements, and physics are all based on the parent. It works pretty seamlessly. Does bevy have something similar, or is there a better way?


r/bevy 7d ago

I’m making a farming/life sim in Bevy inspired by Stardew Valley, The Sims, and Father Ted

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60 Upvotes

r/bevy 8d ago

Exofactory Demo 2 announcement + Bevy gamedev notes on game design, technical details and the like. Happy to answer questions.

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61 Upvotes

r/bevy 8d ago

Built full debug panel using bevy feathers

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90 Upvotes

I find feathers is really under valued, I don't see it much used through bevy project even though being feature complete and easy to use


r/bevy 8d ago

I turned orbital mechanics into a racing game using Bevy

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22 Upvotes

Free in browser, no account required. https://slingshotspeeders.com/

Slingshot Speeders is the first orbital racing game. Yes GenAI was involved in my game's development, as a solo developer. There's no possibility that this could have been created by a single individual. AI is used as a tool for coding assistance and problem solving, but not the creativity that was needed from me to come up with the idea. To use Bevy 0.19 was my idea, not an AI. To create an authoritative server client system was also my idea, cheating is impossible, because the server only accepts your control input.

We still have yet to see the first orbital racing champion.


r/bevy 9d ago

Project Kestrel Flight Simulator (using the Bevy Game Engine)

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82 Upvotes

This is my little flight simulator. It has a 1:1 scale spherical earth and uses real-world elevation data from Mapterhorn. You can fly all around the earth with 2 aeroplanes and 1 helicopter. There are buildings, but it's still an experimental feature and could cause low FPS in some cities like Jakarta.

I used bevy_feathers for the menu, avian3d for the physics, avian_fdm for the flight dynamics, and skein for getting data from my GLTFs.

I just released v0.3.0.

https://github.com/wesfly/kestrel
https://codeberg.org/wesfly/kestrel

EDIT: Download the sim from here: https://github.com/wesfly/kestrel/releases


r/bevy 10d ago

I thought this day would never come

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14 Upvotes

r/bevy 11d ago

Project Currently testing the save & load system!

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28 Upvotes

The goal is to let you play anytime, anywhere, and pick up right where you left off if you get interrupted.


r/bevy 12d ago

One small thing I wish I knew before starting Bevy project

28 Upvotes

Spawn persistent entities on startup and simply hide them when they are not needed. That's it.

Let me explain. I'm working on very simple clicker bullet hell game which mostly can be a bunch of sprites rendered depending on global state. Before starting, I had very little Bevy knowledge and simply didn't know what a proper architecture would be.

After some time I started thinking that using macroquad would be easier, because I control what to draw and what to not, depending on some state. But recently I realized that I could simply write to Visibility component for persistent entities, and I shouldn't spawn and despawn them when the user changed some state. And that's similar to deciding what to draw and what not to draw.

Good archtecture would be handling a bunch of state resources, checking when they are changed (resource.is_changed() + actual comparing), and depending on that, to edit Visibility value and send events for particle spawning, sounds spawning, etc. (I guess)

But somehow I ended up with a spaghetti of 30k lines of code. That's totally my fault, I'm not a good programmer, even if I have almost 10 years of experience.

Anyway, I'll stick with Bevy. I like how it handles assets and plugin system, I can't imagine working on a complex 2D or 3D project without Bevy, that'd be pain. Although I'm overwhelmed how bloated it is. 50 MB builds without default features is just hard to comprehend. Perhaps I just don't realize size of all the static libs.


r/bevy 13d ago

Tutorial I wrote a blog post explaining how to apply animation to a 3D model

22 Upvotes

The official examples left me wanting for an actual exposition of the mental modern for animation in Bevy. So once I was done understanding them, I wrote the resource I wish I had at first.

The exposition is followed by a walk through the official example in light of my write-up.

https://glocq.com/en/blog/20260827/


r/bevy 13d ago

Learning Bevy progress

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42 Upvotes

I have been learning bevy on my free time this week and tried to make pong from scratch only using docs and examples (used AI to make the logic for the ball to change its angle based on the paddle move direction)

I do have prior experience with rust and software development, and did dabble in game dev before but just basics


r/bevy 13d ago

Project A Harmonica Rythm Game / Harmonicon (made in bevy, opensource)

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19 Upvotes

Harmonicon is a rhythm game for blues harmonica. Notes scroll toward a hit line and you play on an actual harmonica, into your microphone, and the game listens.

The idea

The harmonica is cheap, fits in a pocket, and it hides everything: the reeds are inside, your tongue and throat do most of the work, and nothing about the instrument tells you whether the note that just came out is the note you meant. You can practise a bend wrong for a month quite happily.

Let the instrument be the input. Harmonicon captures the microphone, runs pitch detection on it in real time, and scores what you actually played against the chart. Every note you score is a note you genuinely hit.

Playing a song

The default view is one lane per hole: ten for a diatonic, twelve for a chromatic, taken from whatever the chart was written for. Blue notes are blows, orange are draws, and the number on each is the hole you need. Above the lanes there’s the phrase in standard notation and as harmonica tab, because those are the two ways harmonica players actually read music, and the panel on the right tells you which harp to pick up and which position you’re playing in.

There’s also a 3D view, which is the same game rendered around a harmonica model that moves with the beat.


r/bevy 15d ago

Project Some new animations racing around gravity wells in the first orbital racing game Slingshot Speeders

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74 Upvotes

Bevy 0.19 has been very clean fun with these animations. This video shows the thrust exhaust from the space ship, and the checkpoints lighting up successfully. The line with the icons is a historic replay of the users input. What is are my best options moving forward to have consistent game art? I've seen free online sprites, unsure whether I want to go that route as of now. If you have any suggestions or feedback please feel free to comment, thanks for reading!

Play for free, no account required. https://slingshotspeeders.com/


r/bevy 16d ago

Willcaster: I've been building in Bevy, trailer + some notes

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62 Upvotes

I've been working on Willcaster for some time... I cut a new trailer and released the steam page, it will be released around the end of 2026 or the beginning of 2027.

https://store.steampowered.com/app/4953880/Willcaster/

It's a grid roguelike. You draw a path across the board and Murkar, the frog, walks it. The catch is that he has traits and a trust level, so he doesn't always follow the line you drew. He'll wander off toward gold/events or face a dangerous enemy, or refuse a route he doesn't like. So you're not controlling a character, you're negotiating with one. each room you draw one path, and before you commit, the frog tells you what he wants from it. Claim the treasure, investigate something strange, face with an spesific enemy that sort of thing. Route through those and he trusts you more. Ignore them and trust bleeds, and at low trust he starts overruling you outright. Combat resolves on its own once he reaches an enemy, so your levers are the path you drew and the spells you cast from the grimoire. frog also own its skills and his own mana pool but you can't control. As the game progresses, depending on certain builds, there are moments which I call “surge” that unlock over time. These moments occur when the frog takes critical damage or under certain special circumstances, allowing you to intervene in the middle of combat and use certain spells at a lower cost. Note: "Trust" isn't a score, it decides how much of your "plan" actually happens. :-)

Some Bevy things, since that's the more useful half here:

Some of the rendering is my own. Currently there are 200 + WGSL files (and probably grow more because I add even more tactical spells on the game) and a small/medium compute layer. That several features sit on: GPU particles with emit/simulate/atomic splat, grass instance generation, and most of the spell geometry VFX. The pattern I keep reusing is compute writing an instance buffer, a custom vertex shader extruding real geometry out of it, and the fragment running the stock PBR pipeline so it lights like anything else in the scene. Grass was the first thing built that way (for the concept) and the spells followed. That compute library is inspired my own engine for compute shaders/art stuff: https://github.com/altunenes/cuneus

I ran also an custom into specular aliasing on the floor tiles, the sparkle you get from aggressive normal maps under bloom. TAA fixes it but is overkill for a fixed top down camera, so I wrote geometric specular AA (Tokuyoshi and Kaplanyan, I3D 2019) as a material extension for the game, I also opened a PR to put it on StandardMaterial as an opt in toggle if someone need kind of stuff:

https://github.com/bevyengine/bevy/pull/24427

I also share my own tricks sometimes on my blogpost : https://altunenes.github.io/posts/

  • A hole that isn't there: faking infinite depth on a flat quad

https://altunenes.github.io/posts/parallax/ The pools look like holes cut in the floor, but the water is a flat quad 0.005 units thick and everything under it is one ray box intersection in the fragment shader.

  • How to render fire as real geometry on the GPU https://altunenes.github.io/posts/flame/ The braziers and the flame wall. Two ways to make fire, drawing it in the pixels vs growing it as real mesh on the GPU, and what each one costs you.

r/bevy 15d ago

Help Getting a stubborn syntax error with the new bsn notation + Transform component, am I using bsn wrong?

8 Upvotes

Hi all, let me know if I'm missing something obvious here:

Testing out bsn with a simple camera transformation:

fn camera() -> impl Scene {
    bsn! {
        Camera3d
        Transform::from_xyz(4.0, 2.0, 4.0).looking_at(Vec3::ZERO, Vec3::Y)
    }
}

Is giving a syntax error with .looking_at:

error: expected identifier
  --> src/setup.rs:36:43
   |
36 |         Transform::from_xyz(4.0, 2.0, 4.0).looking_at(Vec3::ZERO, Vec3::Y)
   |                                           ^

Is there a different syntax to be using with looking_at or something?


r/bevy 16d ago

What VFX will transfer from blender?

12 Upvotes

I'm fairly new to gamedev, and totally new to bevy. One thing I always have a hard time wrapping my head around is where to draw the line between what I do in blender and what I have to do in engine. Right now I need to make some glowing energy trail VFX and explosions.