u/RedditHilk

Bevy made me rethink editor-driven game development
▲ 36 r/gamedev

Bevy made me rethink editor-driven game development

I’ve released two games on Steam with Bevy engine so far - Molecoole back in 2022, and more recently Weather Dragger.

I’ve been working in games for 7+ years across in-house C++ engines, Unity, Godot, and game jams. Lately I’ve been defaulting to Bevy whenever I can.

One thing I’ve learned is that for most indie games, the engine matters way less than people think. Workflow and code structure matter far more.

Bevy often gets criticized for not having an editor, but I think that’s actually a strength. I still use tools like Tiled, LDtk, and Blender for content creation, but I prefer keeping core game logic in code rather than editor-bound scenes or prefabs.

It makes everything easier to search, refactor, and scale. Fonts, camera settings, UI values - just centralize them and change once. I also use spawn functions for entities like enemies or buildings, which effectively replaces prefabs but stays fully code-driven.

For indie projects, I don’t really think you need a big editor workflow most of the time. The main exception is working closely with artists who prefer visual tools—but even then, external tools usually cover it.

Bevy’s ECS also makes collaboration smoother than I expected. Small, isolated systems mean fewer merge conflicts and easier parallel work.

If you haven’t tried it, building a small game fully in code is a really useful exercise. It quickly shows what parts of an editor workflow you actually depend on - and what you don’t.

Some examples from my smaller Bevy projects (dev time was under a month for each game):

And finally: the crate ecosystem is awesome. Tweening, particles, navigation, text animations - there are so many great open-source tools available for free.

So yeah: use Bevy - participate in game jams and don’t be afraid to try new things! :) 

u/RedditHilk — 20 hours ago
▲ 14 r/gamedev

Hey everyone,

We’re a 3-person team and launched our first Steam game one week ago.

We launched with only around 220 wishlists, so expectations were fairly modest going in.
Current sales numbers: ~50

So far the player response has been encouraging: 19 positive reviews and some helpful feedback.

Steam has also sent more traffic than we expected (recently between 2000-4000 store page visits per day), which surprised us.

The problem is that sales are much lower than we’d expect from that amount of traffic, so we’re trying to understand where the bottleneck is.

We’ve already experimented with tags and improved the store page, but conversion still feels weak.

The game is a compact strategy/simulation game where players grow a village by dragging clouds and sunlight across the map.

For people who’ve launched games before:

  • What would you investigate first in this situation?
  • Does this usually point to wrong traffic, weak page conversion, pricing, trailer messaging, or something else?
  • Can a game with low launch wishlists still build momentum post-launch, and what helped in your case?

Just trying to learn and make smarter decisions in the future.

Our Steam page: https://store.steampowered.com/app/4254840/Weather_Dragger/

Thanks.

u/RedditHilk — 16 days ago
▲ 21 r/CozyGamers+1 crossposts

We're a 3-person team and recently released Weather Dragger.

You build and manage a village by moving clouds and sunlight across a hex grid. Your long-term goal is to help the villagers build a giant waterslide.

To get there, you'll need to grow the right plants, manage moisture, and adapt the land to each crop’s needs.

We wanted to make something strategic, playful, and satisfying.

Gameplay trailer: https://www.youtube.com/watch?v=Z7Dvn5WexBg

Steam page if you'd like to see more: https://store.steampowered.com/app/4254840/Weather_Dragger/

u/RedditHilk — 16 days ago

We're a 3-person team and recently released a small strategy game called Weather Dragger.

You grow and manage a village by moving clouds and sunlight across a hex grid. There are three types of plants each thriving in different humidity. You have to make sure to cultivate a healthy mix of plants to buy expansions, water reserves etc...

We wanted to make a strategy game focused on terrain and planning rather than combat.

If you'd like to check it out:
https://store.steampowered.com/app/4254840/Weather_Dragger/

u/RedditHilk — 20 days ago

Hey,

I posted about Weather Dragger here ~2 months ago when it was playable during Next Fest.

Well… that small project turned into 4 months total, and it ended up being one of my favorite dev experiences, and it’s finally out now.

It’s a simple concept: you drag clouds and suns to control the weather and keep a little village alive (berries, cacti, tea, etc.), but it gave me a lot of room to experiment and just enjoy dev again.

Steam page: https://store.steampowered.com/app/4254840/Weather\_Dragger/

Honestly, after being stuck on a big project for years, finishing and releasing something felt amazing.

I'm curious if anyone else had a similar experience going smaller for a while?

u/RedditHilk — 22 days ago
▲ 154 r/bevy

Hi everyone! I'm the programmer on a 3-person team, and we just released Weather Dragger on Steam.

I actually posted here about 2 months ago during Next Fest. Thanks again for the feedback back then, it really helped!

It’s built entirely in Bevy and explores a simple mechanic where you drag weather around to affect the environment.

I’d really appreciate any feedback. Especially from other Bevy devs!

Edit: I forgot to link to the game page: https://store.steampowered.com/app/4254840/Weather_Dragger/

Crates used:

bevy = "0.17.3"
bevy_kira_audio = "0.24"
bevy_prototype_lyon = "0.15"
avian2d = "0.4"
rand = "0.9.2"
bevy_enoki = "0.5.0"
bevy_tweening = "0.14"
bevy_pretty_text = "0.3"
bevy_landmass = "0.10.0"
lyon_tessellation = "1.0"
u/RedditHilk — 22 days ago