The results of Bevy Jam #7 are in!
We had 310 participants, 64 submissions, and 1,331 votes!
The winner of Bevy Jam #7 is ... PvF!
kaiva-morphin.itch.io/pacmodillo-v...
And here are the jam results:
itch.io/jam/bevy-jam...
The results of Bevy Jam #7 are in!
We had 310 participants, 64 submissions, and 1,331 votes!
The winner of Bevy Jam #7 is ... PvF!
kaiva-morphin.itch.io/pacmodillo-v...
And here are the jam results:
itch.io/jam/bevy-jam...
Bevy 0.18.1 is out now!
This is a point release containing non-breaking fixes to bugs, documentation, and the occasional tiny utility function.
github.com/bevyengine/b...
To update from Bevy 0.18.0, just run "cargo update"
re-implemented hit impacts, now with some wobble :p
enemies simply react to the damage direction, while the player have extra logic for frontal hits & for the arms to stay (kinda) in place
#gamedev #indiedev #bevy
Abysm today: Fixed a couple of small bugs, and updated the tile set of the final episode to make it more varied and detailed.
#SteamNextFest is over but my demo stays up, so please try it out this #DemoMonday: store.steampowered.com/app/4025180
#gamedev #indiedev #indiegame #bevyengine #steamdeck
Hello Bluesky, my name is Jim. I'm making a farming sim set in rural Ireland. It has parish life, feast days, stone walls, and sheep. Here are some of the menus. There's a demo on itch if you want to try it. I'm having a lot of fun making it.
#indiegame #gamedev #indiedev #bevy
Finally finished some smooth animation graph fusing @chrisbiscardi.bsky.social animation example and bevy_ahoy KCC
unexpected #gamedev insight - loved longer transition time because they show blending better
I still think modern devs massively overuse them, but now I understand why.
#bevy #3d
Another Monday, another #bevymergetrain! In this week's round-up review of open source Rust PRs for the game engine I help maintain, we have 6 digressions on DAG-style ordering, what a white furnace test is, the value of "fix-it in follow-up" and how much to test! gist.github.com/alice-i-ceci...
** Speaker announcement ** At RustWeek 2026, Alice Cecile makes the case for open code review: distributing responsibility and nurturing growth.
Info & tickets: 2026.rustweek.org/talks/alice-...
See you in Utrecht May 18-23, 2026!
@alice-i-cecile.bsky.social
#rustweek2026 #rustlang
The last update was a while ago, so here's the current status: Over the last few weeks I've been working a lot on Wild Spikes and introduced a layered structure to keep technical details out of the game code.
#gamedev #rust #bevy #bevyengine #procedural #indiedev #rustlang
I've implemented dead zone and linearity settings for analog controls. I expected it to be a 15 minute job, took 2 whole days. It's a little rough at the moment, but the feature is released in the latest patch. Go try it out!
#gamedev #indiedev
For people working in the #Bevy ecosystem I just wrote a simple little site that lets you explore the bevy #crate ecosystem filtering by bevy version. Quite happy with the search system. Itโs very basic but I am happy to make improvements and plan on it. bevydex.dev/dex
Started trying to solve a minor bug of players getting mixed up
Ended up making my own gamepad-compatible UI framework with animations and localization: www.slowrush.dev/news/uis-pla...
Taffy-powered, iced-inspired: immediate API, retained UI under the hood (tree diffing)
#gamedev #indiedev #rust
excited for moon to talk about some of the work we've been doing!
Graphics programming is such a weird beast
Even when you stuff it up you get cool results
Here the radiance cascades lighting for my #noita -like suddenly gained a disco mode, but only at certain screen resolutions
#gamedev #indiedev #shaders
Howdy, it's been awhile!
We're back and ready with Saturday @ Second Half #42 - #58 โ Ground Control to Major Tom!
#indiegamedev #indiedev #screenshotsaturday #gamedev
secondhalf.games/news/2026-02...
Accidentally got a parallax terrain effect for my #noita -like
Except it's in front of terrain instead of behind it
Definitely file under "shader accidents not worth keeping"
#gamedev #indiedev #shaders
I've been working on Exit 3A: The Game (a game about an interstate exit in Charlotte) using the #bevy game engine and got invited to a local event to showcase the game and it was really cool
Another milestone reached.
Algorithmic terrain with algorithmic textures
3 more reusable libraries and another end-user application.
Play with it here: thejanusstream.github.io/symbios-grou...
#Rust + #Bevy
-> GH Workflow (compile to WASM and deploy)
-> GH Pages
โค๏ธ
Fighter jet above Calvi, France
Fighter jet above Calvi, France
Fighter jet above Calvi, France
Working on a new aircraft in the simulator. I still have to improve the flight model, but it'll be online in a few days.
I used this code as inspiration: https://gist.github.com/Hermitao/0a908f8af19b11132e3bdb5ba4ef99f0
#Bevy #BevyEngine #Rust #GameDev #DevLog #FlightSim #Aviation
The #SteamNextFest has started, and Abysm, my atmospheric cosmic horror puzzle game, is part of it! Wishlist?
store.steampowered.com/app/4025180
#gamedev #indiedev #indiegame #puzzlegame #pixelart #steamdemo #steamdeck #wishlist #thinkygame #boulderdash #lovecraftian #bevy #bevyengine #rustlang
Really excited about the performance benefits coming in Bevy for mega-worlds. With all my patches we're starting to be able to render millions of mesh instance entities with hundreds of thousands in view with just a handful of drawcalls.
I'm trying something a little different for this week's #bevymergetrain (a weekly roundup of @bevy.org's community-approved Rust PRs, with educational gamedev and project management yapping).
27 PRs to peruse! gist.github.com/alice-i-ceci...
1.6M cubes, nested queries, new contributors, bad jokes!
Today's work for @bevy.org: create a revised design doc for a first-party entity inspector. I'm happy with the front-end/back-end architecture split, and we're ready to start polishing and upstreaming it. Writing really helps me think!
I'd love feedback on it over at: hackmd.io/tj99FqRITOGj...
working on player controls a bit.
You still get (slowed) movement while playing the attack animation. If you're using a mouse you face the mouse while the attack is playing.
Its all component-based, so a charged attack could allow facing the mouse while charging before triggering.
New beautiful wheel particle effects were added in beaterCore Demo 0.0.16!
Play the demo on Steam now!
store.steampowered.com/app/3711050/...
#gamedev #indiedev
On the way to implementing Particle Level Set. Particles are passively advected by the fluid velocity currently. #bevy
Not really as cool as proper ray-traced audio but obstacles and terrain now modify the sound volume. You can hear how engines get louder as cars get in sight
Coming soon into beaterCore!
#gamedev #indiedev
It is quite interesting to monitor massive unit interactions. Thanks to the community's feedback, Iโm gonna make a game based on this jam project and see where it can go.
#bevy #bevyjam
I'm doing a little relaxing #gamedev trying to do a hexa-voxel-world. I'm playing with smoothing the terrain. However... smooth it just feels off, doesn't it? ๐ #bevy
Abysm today: Added another couple of achievements and updated the store page with some new screenshots, like this one.
Play the #NextFest demo and wishlist today: store.steampowered.com/app/4025180
#gamedev #indiedev #indiegame #puzzlegame #steamdeck #steam #boulderdash #bevyengine #bevy #rustlang