Install
cargo add bevyTry itExperimental
See what an agent can do with Bevy before you ever sign up. Pick a story: recorded sessions replay real probe-harness transcripts; sandboxed self-drive sessions are designed and gated (docs/TRY-IT.md).
$cargo search bevy --limit 3recorded session — replayed, not liveVerified integrations
No integration evidence found in our corpus for this product yet — that means none was found, never that it doesn’t integrate.
By theme — the product's score on each story themeBy theme
Agenticness — how well agents can access and operate the productAgenticnessevidence →
How well agents can access and operate the product
Ai workflows — AI in the engine loop — agent-driven editors, copilots, codegen-friendly APIs, runtime inferenceAi workflowsevidence →
AI in the engine loop — agent-driven editors, copilots, codegen-friendly APIs, runtime inference
Asset pipeline — getting content in — automated import, formats, marketplacesAsset pipelineevidence →
Getting content in — automated import, formats, marketplaces
Automation depth — how much of the product can run unattendedAutomation depthevidence →
How much of the product can run unattended
Core engine — the engine core — rendering, 2D, physics, performance at scaleCore engineevidence →
The engine core — rendering, 2D, physics, performance at scale
Editor tooling — the editor as a product — scene tools, extensibility, team workflowsEditor toolingevidence →
The editor as a product — scene tools, extensibility, team workflows
Headless automation — the engine without a human — CLI builds, CI test runs, dedicated serversHeadless automationevidence →
The engine without a human — CLI builds, CI test runs, dedicated servers
Licensing openness — the terms you build on — licenses, royalties, source access, pricing stabilityLicensing opennessevidence →
The terms you build on — licenses, royalties, source access, pricing stability
Openness — open source, data portability, and self-hosting storiesOpennessevidence →
Open source, data portability, and self-hosting stories
Platform export — shipping everywhere — desktop, mobile, console, browser payloadsPlatform exportevidence →
Shipping everywhere — desktop, mobile, console, browser payloads
Privacy posture — data-handling and privacy storiesPrivacy postureevidence →
Data-handling and privacy stories
n/a
Scripting — writing the game — languages, visual scripting, iteration speedScriptingevidence →
Writing the game — languages, visual scripting, iteration speed
Story verdicts — every judged story with its evidenceStory verdicts
Follow the green: where the map greys out is where Bevy stops today. ✓ full · ~ partial · ! disputed · — none · n/a not applicable.
Agenticness — how well agents can access and operate the productAgenticness
How well agents can access and operate the product
API surface
Drive the product through a documented public API
~5/10
unlocks → MCP server · Machine-readable spec · Versioning policy · API sandbox · Official CLI · Headless / CI · API/UI parity · Game logic runs headless on servers — a dedicated-server or server-runtime build without rendering · Tests run headlessly — unit and integration tests of game code execute in CI against the real engine
Subscribe to events via webhooks
n/an/a
Build against official SDKs
~6/10
Issue scoped/least-privilege API credentials for an agent
n/an/a
Connect an agent via an official MCP server
—0/10
Download a machine-readable API spec (OpenAPI or equivalent)
—–
Rely on versioned APIs with a documented deprecation policy
!3/10
Test against a sandbox environment without touching production data
—–
Explore an interactive API reference with runnable examples
~5/10
Docs for agents
Point an agent at llms.txt or agent-oriented docs
—0/10
Agentic features
Delegate tasks to a built-in AI assistant inside the product
—–
Operate the product with natural-language commands
—0/10
Plug MCP servers into this product so it can use their tools
n/an/a
Get AI-generated insights and suggestions from my data inside the product
—–
Set up automations that run autonomously in the background
—–
Ai workflows — AI in the engine loop — agent-driven editors, copilots, codegen-friendly APIs, runtime inferenceAi workflows
AI in the engine loop — agent-driven editors, copilots, codegen-friendly APIs, runtime inference
An agent can drive the editor and project programmatically — create scenes and nodes, edit properties, trigger builds — through a documented scriptable interface
~3/10
LLM-generated code mostly works on the first try — stable, well-documented APIs with abundant public examples the models have seen
!4/10
An official AI assistant inside the engine helps with engine tasks — generating scripts, answering API questions, scaffolding scenes or assets
—0/10
Run ML models inside the game — an official inference runtime for on-device model execution
n/an/a
Asset pipeline — getting content in — automated import, formats, marketplacesAsset pipeline
Getting content in — automated import, formats, marketplaces
Automation depth — how much of the product can run unattendedAutomation depth
How much of the product can run unattended
Core engine — the engine core — rendering, 2D, physics, performance at scaleCore engine
The engine core — rendering, 2D, physics, performance at scale
2D is a first-class workflow — sprites, tilemaps, 2D physics — not a 3D afterthought
~5/10
Profile and scale — a real profiler, plus data-oriented paths (ECS, jobs, instancing) when scenes get heavy
~4/10
Built-in physics — rigid bodies, collisions, raycasts — works out of the box
—–
The engine ships a modern production 3D renderer — PBR materials, global illumination or baked lighting, shadows, post-processing
~5/10
Editor tooling — the editor as a product — scene tools, extensibility, team workflowsEditor tooling
The editor as a product — scene tools, extensibility, team workflows
The project format and tooling play well with version control and multi-person teams — mergeable scenes, diffable text formats, or built-in collaboration
—0/10
A full visual editor — viewport, inspector, prefabs/scene composition — is the primary way to build levels
—0/10
Extend and automate the editor itself — custom tools, editor scripts, plugins that manipulate scenes and assets programmatically
—0/10
Headless automation — the engine without a human — CLI builds, CI test runs, dedicated serversHeadless automation
The engine without a human — CLI builds, CI test runs, dedicated servers
Build and export the project from the command line, headless, in CI — no human clicking an editor
~5/10
Game logic runs headless on servers — a dedicated-server or server-runtime build without rendering
—–
Tests run headlessly — unit and integration tests of game code execute in CI against the real engine
—–
Licensing openness — the terms you build on — licenses, royalties, source access, pricing stabilityLicensing openness
The terms you build on — licenses, royalties, source access, pricing stability
The project's governance and funding are transparent — a foundation, published finances, or a public roadmap I can plan against
—0/10
The license is permissive with no royalties or per-install fees — I keep what my game earns
✓9/10
Read and modify the full engine source when I hit a wall
✓9/10
The pricing and license terms have a track record of stability — no retroactive changes that reprice games already shipped
✓7/10
Openness — open source, data portability, and self-hosting storiesOpenness
Open source, data portability, and self-hosting stories
Openness
Self-host the core product
✓7/10
Export all of my data in open formats and leave
~5/10
unlocks → The engine installs from a package registry into my existing toolchain — a library I import, bundle, and tree-shake like any dependency
Do everything through the API that I can do in the UI
—–
Read the product's source under an open license
✓9/10
Platform export — shipping everywhere — desktop, mobile, console, browser payloadsPlatform export
Shipping everywhere — desktop, mobile, console, browser payloads
Privacy posture — data-handling and privacy storiesPrivacy posture
Data-handling and privacy stories
Scripting — writing the game — languages, visual scripting, iteration speedScripting
Writing the game — languages, visual scripting, iteration speed
Sorted by importance (agentic first) (high → low) · 56/56 stories · click a row’s chevron for the rationale and evidence
Drive the product through a documented public API G Agent access | ai-native user | Agenticness — how well agents can access and operate the productAgenticness | 3 | partial | 5/10 | Tprobed | |
Connect an agent via an official MCP server G Agent access | ai-native user | Agenticness — how well agents can access and operate the productAgenticness | 3 | none | 0/10 | ||
Delegate tasks to a built-in AI assistant inside the product G Agentic features | ai-native user | Agenticness — how well agents can access and operate the productAgenticness | 3 | none | untested | none yet | |
Plug MCP servers into this product so it can use their tools G Agent access | ai-native user | Agenticness — how well agents can access and operate the productAgenticness | 3 | n/a | untested | none yet | |
Build against official SDKs G Agent access | ai-native user | Agenticness — how well agents can access and operate the productAgenticness | 2 | partial | 6/10 | Tprobed | |
Explore an interactive API reference with runnable examples G Api quality | ai-native user | Agenticness — how well agents can access and operate the productAgenticness | 2 | partial | 5/10 | Tprobed | |
Rely on versioned APIs with a documented deprecation policy G Api quality | ai-native user | Agenticness — how well agents can access and operate the productAgenticness | 2 | disputed | 3/10 | Dcontradicted | |
Operate the product with natural-language commands G Agentic features | ai-native user | Agenticness — how well agents can access and operate the productAgenticness | 2 | none | 0/10 | ||
Point an agent at llms.txt or agent-oriented docs G Agent access | ai-native user | Agenticness — how well agents can access and operate the productAgenticness | 2 | none | 0/10 | ||
Download a machine-readable API spec (OpenAPI or equivalent) G Api quality | ai-native user | Agenticness — how well agents can access and operate the productAgenticness | 2 | none | untested | none yet | |
Get AI-generated insights and suggestions from my data inside the product G Agentic features | ai-native user | Agenticness — how well agents can access and operate the productAgenticness | 2 | none | untested | none yet | |
Issue scoped/least-privilege API credentials for an agent G Agent access | ai-native user | Agenticness — how well agents can access and operate the productAgenticness | 2 | n/a | untested | none yet | |
Run the product headlessly / in CI for automation G Agent access | ai-native user | Agenticness — how well agents can access and operate the productAgenticness | 2 | none | untested | none yet | |
Set up automations that run autonomously in the background G Agentic features | ai-native user | Agenticness — how well agents can access and operate the productAgenticness | 2 | none | untested | none yet | |
Subscribe to events via webhooks G Agent access | ai-native user | Agenticness — how well agents can access and operate the productAgenticness | 2 | n/a | untested | none yet | |
Use an official CLI G Agent access | ai-native user | Agenticness — how well agents can access and operate the productAgenticness | 2 | none | untested | none yet | |
Test against a sandbox environment without touching production data G Api quality | ai-native user | Agenticness — how well agents can access and operate the productAgenticness | 1 | none | untested | none yet | |
The license is permissive with no royalties or per-install fees — I keep what my game earns License | studio lead | Licensing openness — the terms you build on — licenses, royalties, source access, pricing stabilityLicensing openness | 3 | full | 9/10 | Tprobed | |
Self-host the core product G | ai-native user | Openness — open source, data portability, and self-hosting storiesOpenness | 3 | full | 7/10 | Xcommunity | |
Build and export the project from the command line, headless, in CI — no human clicking an editor Ci | game developer | Headless automation — the engine without a human — CLI builds, CI test runs, dedicated serversHeadless automation | 3 | partial | 5/10 | Tprobed | |
Export all of my data in open formats and leave G | ai-native user | Openness — open source, data portability, and self-hosting storiesOpenness | 3 | partial | 5/10 | Tprobed | |
One project exports to desktop, mobile, and (directly or via partners) consoles Targets | studio lead | Platform export — shipping everywhere — desktop, mobile, console, browser payloadsPlatform export | 3 | partial | 5/10 | Xcommunity | |
The engine ships a modern production 3D renderer — PBR materials, global illumination or baked lighting, shadows, post-processing Rendering | game developer | Core engine — the engine core — rendering, 2D, physics, performance at scaleCore engine | 3 | partial | 5/10 | Xcommunity | |
The primary scripting language is productive and fully exposes the engine API, with a debugger behind it Language | game developer | Scripting — writing the game — languages, visual scripting, iteration speedScripting | 3 | partial | 5/10 | Xcommunity | |
An agent can drive the editor and project programmatically — create scenes and nodes, edit properties, trigger builds — through a documented scriptable interface Agent editor | ai-native user | Ai workflows — AI in the engine loop — agent-driven editors, copilots, codegen-friendly APIs, runtime inferenceAi workflows | 3 | partial | 3/10 | Tprobed | |
A full visual editor — viewport, inspector, prefabs/scene composition — is the primary way to build levels Editor | technical artist | Editor tooling — the editor as a product — scene tools, extensibility, team workflowsEditor tooling | 3 | none | 0/10 | ||
Extend and automate the editor itself — custom tools, editor scripts, plugins that manipulate scenes and assets programmatically Extensibility | game developer | Editor tooling — the editor as a product — scene tools, extensibility, team workflowsEditor tooling | 3 | none | 0/10 | ||
Define rules that trigger actions automatically on events G | ai-native user | Automation depth — how much of the product can run unattendedAutomation depth | 3 | none | untested | none yet | |
Prevent my data from being used to train AI models G | ai-native user | Privacy posture — data-handling and privacy storiesPrivacy posture | 3 | n/a | untested | none yet | |
Read and modify the full engine source when I hit a wall Source | game developer | Licensing openness — the terms you build on — licenses, royalties, source access, pricing stabilityLicensing openness | 2 | full | 9/10 | Tprobed | |
Read the product's source under an open license G | ai-native user | Openness — open source, data portability, and self-hosting storiesOpenness | 2 | full | 9/10 | Tprobed | |
The pricing and license terms have a track record of stability — no retroactive changes that reprice games already shipped Trust | studio lead | Licensing openness — the terms you build on — licenses, royalties, source access, pricing stabilityLicensing openness | 2 | full | 7/10 | Xcommunity | |
2D is a first-class workflow — sprites, tilemaps, 2D physics — not a 3D afterthought 2d | game developer | Core engine — the engine core — rendering, 2D, physics, performance at scaleCore engine | 2 | partial | 5/10 | Cclaimed | |
A large asset store or package ecosystem gives me ready-made models, tools, and plugins Marketplace | game developer | Asset pipeline — getting content in — automated import, formats, marketplacesAsset pipeline | 2 | partial | 5/10 | Xcommunity | |
My game runs in the browser with a reasonable payload — WebGL today, and a credible WebGPU story Web | web developer | Platform export — shipping everywhere — desktop, mobile, console, browser payloadsPlatform export | 2 | partial | 5/10 | Xcommunity | |
The edit-run loop is fast — hot reload or near-instant preview after a script change Iteration | game developer | Scripting — writing the game — languages, visual scripting, iteration speedScripting | 2 | partial | 5/10 | Tprobed | |
LLM-generated code mostly works on the first try — stable, well-documented APIs with abundant public examples the models have seen Codegen | ai-native user | Ai workflows — AI in the engine loop — agent-driven editors, copilots, codegen-friendly APIs, runtime inferenceAi workflows | 2 | disputed | 4/10 | Dcontradicted | |
Profile and scale — a real profiler, plus data-oriented paths (ECS, jobs, instancing) when scenes get heavy Performance | game developer | Core engine — the engine core — rendering, 2D, physics, performance at scaleCore engine | 2 | partial | 4/10 | Xcommunity | |
Asset import is automatable — import hooks, presets, and pipeline scripts process incoming assets without hand-clicking each one Import | technical artist | Asset pipeline — getting content in — automated import, formats, marketplacesAsset pipeline | 2 | partial | 3/10 | Xcommunity | |
An official AI assistant inside the engine helps with engine tasks — generating scripts, answering API questions, scaffolding scenes or assets Copilot | ai-native user | Ai workflows — AI in the engine loop — agent-driven editors, copilots, codegen-friendly APIs, runtime inferenceAi workflows | 2 | none | 0/10 | ||
Build gameplay logic with visual scripting without writing code Visual | technical artist | Scripting — writing the game — languages, visual scripting, iteration speedScripting | 2 | none | 0/10 | ||
The engine installs from a package registry into my existing toolchain — a library I import, bundle, and tree-shake like any dependency Web | web developer | Platform export — shipping everywhere — desktop, mobile, console, browser payloadsPlatform export | 2 | none | 0/10 | ||
The project format and tooling play well with version control and multi-person teams — mergeable scenes, diffable text formats, or built-in collaboration Collaboration | studio lead | Editor tooling — the editor as a product — scene tools, extensibility, team workflowsEditor tooling | 2 | none | 0/10 | ||
Built-in physics — rigid bodies, collisions, raycasts — works out of the box Physics | game developer | Core engine — the engine core — rendering, 2D, physics, performance at scaleCore engine | 2 | none | untested | none yet | |
Choose where my data is stored (region/residency) G | ai-native user | Privacy posture — data-handling and privacy storiesPrivacy posture | 2 | n/a | untested | none yet | |
Control data retention and deletion G | ai-native user | Privacy posture — data-handling and privacy storiesPrivacy posture | 2 | n/a | untested | none yet | |
Do everything through the API that I can do in the UI G | ai-native user | Openness — open source, data portability, and self-hosting storiesOpenness | 2 | none | untested | none yet | |
Game logic runs headless on servers — a dedicated-server or server-runtime build without rendering Server | game developer | Headless automation — the engine without a human — CLI builds, CI test runs, dedicated serversHeadless automation | 2 | none | untested | none yet | |
Opt out of telemetry and usage tracking G | ai-native user | Privacy posture — data-handling and privacy storiesPrivacy posture | 2 | n/a | untested | none yet | |
Perform bulk operations across many items at once G | ai-native user | Automation depth — how much of the product can run unattendedAutomation depth | 2 | none | untested | none yet | |
Schedule recurring jobs or workflows G | ai-native user | Automation depth — how much of the product can run unattendedAutomation depth | 2 | n/a | untested | none yet | |
Standard interchange formats — glTF, FBX, USD — import cleanly Formats | technical artist | Asset pipeline — getting content in — automated import, formats, marketplacesAsset pipeline | 2 | none | untested | none yet | |
Tests run headlessly — unit and integration tests of game code execute in CI against the real engine Testing | game developer | Headless automation — the engine without a human — CLI builds, CI test runs, dedicated serversHeadless automation | 2 | none | untested | none yet | |
The project's governance and funding are transparent — a foundation, published finances, or a public roadmap I can plan against Governance | studio lead | Licensing openness — the terms you build on — licenses, royalties, source access, pricing stabilityLicensing openness | 1 | none | 0/10 | ||
Run ML models inside the game — an official inference runtime for on-device model execution Inference | game developer | Ai workflows — AI in the engine loop — agent-driven editors, copilots, codegen-friendly APIs, runtime inferenceAi workflows | 1 | n/a | untested | none yet | |
Version, review, and roll back my automations G | ai-native user | Automation depth — how much of the product can run unattendedAutomation depth | 1 | none | untested | none yet |
Opportunities — the stories that would move this product's scores, from its own judged verdictsOpportunitiestop 8 of 40 stories with headroom
What would move Bevy’s scores — derived from its own judged verdicts, biggest headroom first. Each line quotes what the judge found missing; shipping it (or evidencing it publicly) is the fix.
Agenticness — how well agents can access and operate the productDelegate tasks to a built-in AI assistant inside the product
nonemoves Built-in AIimpact 45
The axis applies to this product kind (peer products hold positive or none verdicts on this story), so lack of evidence for an applicable capability is "none", never "na".
Agenticness — how well agents can access and operate the productConnect an agent via an official MCP server
nonemoves agent-readyimpact 45
Bevy is a game engine/library, not itself an AI agent, so an MCP server axis applies as a fair question, but evidence explicitly shows no official MCP server exists — only nascent third-party tooling (bevy_brp) built on the Bevy Remote Protocol.
Automation depth — how much of the product can run unattendedDefine rules that trigger actions automatically on events
nonemoves PA Scoreimpact 30
The evidence pack describes Bevy's ECS, rendering, audio, and UI features but never mentions an event/trigger/rule system (e.g., Bevy Events, Observers, or ECS hooks) that would let a user define rules firing automatically on events.
Editor tooling — the editor as a product — scene tools, extensibility, team workflowsExtend and automate the editor itself — custom tools, editor scripts, plugins that manipulate scenes and assets programmatically
nonemoves PA Scoreimpact 30
Missing: any first-party editor product, documented editor scripting/plugin API, or mature ecosystem tooling for automating scene/asset manipulation via an editor UI.
Editor tooling — the editor as a product — scene tools, extensibility, team workflowsA full visual editor — viewport, inspector, prefabs/scene composition — is the primary way to build levels
nonemoves PA Scoreimpact 30
Bevy's evidence describes a code-first Rust ECS engine (components, systems, scenes-as-data, hot reloading) but nothing about a visual editor with viewport, inspector, or prefab/scene composition UI; comment bevy-comm-8 even suggests users hope NOT to be forced into an in-engine editor, and probes show no official tooling filling this gap.
Agenticness — how well agents can access and operate the productPoint an agent at llms.txt or agent-oriented docs
nonemoves agent-readyimpact 30
Direct probes confirm no llms.txt exists (404) and no agent-oriented docs endpoint is served; docs.rs/crates.io provide standard human docs but nothing tailored for agent consumption per the story.
Agenticness — how well agents can access and operate the productGet AI-generated insights and suggestions from my data inside the product
nonemoves Built-in AIimpact 30
The axis applies to this product kind (peer products hold positive or none verdicts on this story), so lack of evidence for an applicable capability is "none", never "na".
Agenticness — how well agents can access and operate the productSet up automations that run autonomously in the background
nonemoves Built-in AIimpact 30
The axis applies to this product kind (peer products hold positive or none verdicts on this story), so lack of evidence for an applicable capability is "none", never "na".
Showing the top 8 of 40 — every none/partial verdict in the story verdicts table is headroom.
Think a verdict is wrong? Every verdicts-table row has a Flag link — see the methodology.
Coverage map — which docs area, API section, or community source covers which judged storiesCoverage map6 surfaces · 22 covered stories
Where the cited evidence behind each covered verdict came from — the same citations the verdicts table shows, no extra judging.
bevy.org18 stories
- Drive the product through a documented public API
- Build against official SDKs
- Explore an interactive API reference with runnable examples
- An agent can drive the editor and project programmatically — create scenes and nodes, edit properties, trigger builds — through a documented scriptable interface
- LLM-generated code mostly works on the first try — stable, well-documented APIs with abundant public examples the models have seen
- 2D is a first-class workflow — sprites, tilemaps, 2D physics — not a 3D afterthought
- Profile and scale — a real profiler, plus data-oriented paths (ECS, jobs, instancing) when scenes get heavy
- The engine ships a modern production 3D renderer — PBR materials, global illumination or baked lighting, shadows, post-processing
- Build and export the project from the command line, headless, in CI — no human clicking an editor
- The license is permissive with no royalties or per-install fees — I keep what my game earns
- Read and modify the full engine source when I hit a wall
- The pricing and license terms have a track record of stability — no retroactive changes that reprice games already shipped
- Export all of my data in open formats and leave
- Read the product's source under an open license
- Self-host the core product
- One project exports to desktop, mobile, and (directly or via partners) consoles
- My game runs in the browser with a reasonable payload — WebGL today, and a credible WebGPU story
- The edit-run loop is fast — hot reload or near-instant preview after a script change
Learn docs16 stories
- Drive the product through a documented public API
- Build against official SDKs
- Explore an interactive API reference with runnable examples
- Rely on versioned APIs with a documented deprecation policy
- LLM-generated code mostly works on the first try — stable, well-documented APIs with abundant public examples the models have seen
- Profile and scale — a real profiler, plus data-oriented paths (ECS, jobs, instancing) when scenes get heavy
- Build and export the project from the command line, headless, in CI — no human clicking an editor
- The license is permissive with no royalties or per-install fees — I keep what my game earns
- Read and modify the full engine source when I hit a wall
- The pricing and license terms have a track record of stability — no retroactive changes that reprice games already shipped
- Export all of my data in open formats and leave
- Read the product's source under an open license
- Self-host the core product
- My game runs in the browser with a reasonable payload — WebGL today, and a credible WebGPU story
- The edit-run loop is fast — hot reload or near-instant preview after a script change
- The primary scripting language is productive and fully exposes the engine API, with a debugger behind it
Hacker News16 stories
- Build against official SDKs
- Rely on versioned APIs with a documented deprecation policy
- LLM-generated code mostly works on the first try — stable, well-documented APIs with abundant public examples the models have seen
- Asset import is automatable — import hooks, presets, and pipeline scripts process incoming assets without hand-clicking each one
- A large asset store or package ecosystem gives me ready-made models, tools, and plugins
- Profile and scale — a real profiler, plus data-oriented paths (ECS, jobs, instancing) when scenes get heavy
- The engine ships a modern production 3D renderer — PBR materials, global illumination or baked lighting, shadows, post-processing
- Build and export the project from the command line, headless, in CI — no human clicking an editor
- The license is permissive with no royalties or per-install fees — I keep what my game earns
- Read and modify the full engine source when I hit a wall
- The pricing and license terms have a track record of stability — no retroactive changes that reprice games already shipped
- Read the product's source under an open license
- Self-host the core product
- One project exports to desktop, mobile, and (directly or via partners) consoles
- My game runs in the browser with a reasonable payload — WebGL today, and a credible WebGPU story
- The primary scripting language is productive and fully exposes the engine API, with a debugger behind it
llms.txt4 stories
Probe proofs — replayable recordings from the probe harnessProbe proofs
Replayable recordings from our probe harness — see the Prove-It protocol to submit one.
$cargo search bevy --limit 3reproduced$ cargo search bevy --limit 3 bevy = "0.19.1" # A refreshingly simple data-driven game engine and app framework bevy_symbios_texture = "0.12.0" # Algorithmic texture generator for Bevy. bevy_resvg = "2.5.0" # A simple library for rendering SVGs in Bevy using the amazing Resvg library.
$curl -s -A "productarena-probe" https://crates.io/api/v1/crates/bevy | grep max_stable_versionreproduced$ curl -s -A "productarena-probe" https://crates.io/api/v1/crates/bevy | grep max_stable_version "max_stable_version":"0.19.1"
Business model
Free, MIT OR Apache-2.0 dual-licensed Rust engine, pre-1.0 (0.19.x); stewarded and donation-funded through the Bevy Foundation.
pricing ↗Score trend
How this product’s scores have moved as evidence and verdicts are re-derived — a point per change, not per day.
Try Experimental
Run it in the microterminal →Recorded agent sessions — and a live MCP handshake where the vendor ships one.
Flag
⚑ Flag a verdictThink a verdict is wrong? Opens a prefilled GitHub issue — or use the ⚑ next to any verdict above.
For agents
