Installs into .claude/skills of the current project.
Are you the author of Bevy Genre Roguelike?
Add the live security badge to your README. It updates with every re-scan.
[](https://www.skillsdirectory.com/skills/thedivergentai-bevy-genre-roguelike)
---
name: bevy-genre-roguelike
description: "Route a Bevy 0.20 roguelike: RunSeed resource, room entities, permadeath flag, turn energy, grid pickup. Keywords: Bevy, roguelike, RunSeed, permadeath, turn, loot, ECS."
---
# Bevy Roguelike (thin router)
Genre router. Domain work lives in the Bevy skills below.
## When to use
Load this for run seeds, room generation, and permadeath flags.
## ECS shape
- **Components** hold the genre's per-entity flags as plain data. This file does not name new engine types.
- **Resources** hold run-wide counters (score, wave index, seed) via bevy-data-resources.
- **Systems** read those components on `Update` or the fixed timestep from bevy-master. Order them with `.chain()` when a later system must see the result.
- **Schedule:** gameplay mode changes go through bevy-state-machines. Do not invent a genre plugin.
## Routing
- [bevy-procedural-generation](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-procedural-generation/SKILL.md) - Seed and spawn.
- [bevy-turn-system](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-turn-system/SKILL.md) - Turn order when the run is turn-based.
- [bevy-inventory-system](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-inventory-system/SKILL.md) - Run loot.
- [bevy-rpg-stats](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-rpg-stats/SKILL.md) - Run stats.
## Examples
```toml
[dependencies]
bevy = "0.20"
rand = "0.9"
```
The run seed is one resource. Rooms are entities. `StdRng` is built inside the system so the seed stays on the resource.
```rust
use rand::rngs::StdRng;
use rand::{Rng, SeedableRng};
#[derive(Resource)]
struct RunSeed(u64);
#[derive(Component)]
struct Room {
x: i32,
y: i32,
}
fn carve(mut commands: Commands, seed: Res<RunSeed>) {
let mut rng = StdRng::seed_from_u64(seed.0);
for _ in 0..8 {
commands.spawn(Room {
x: rng.random_range(-6..6),
y: rng.random_range(-6..6),
});
}
}
fn install_run(app: &mut App) {
app.insert_resource(RunSeed(0x5EED))
.add_systems(Startup, carve);
}
```
Permadeath is a flag on the actor plus a run-wide resource. One system writes both.
```rust
#[derive(Component)]
struct Actor {
hp: i32,
}
#[derive(Resource)]
struct RunOver(bool);
fn permadeath(mut actors: Query<&mut Actor>, mut over: ResMut<RunOver>) {
for mut actor in &mut actors {
if actor.hp > 0 {
continue;
}
actor.hp = 0;
over.0 = true;
}
}
```
Turn energy accumulates on a resource. Acting spends it. Chain the two systems because both write `TurnClock`.
```rust
#[derive(Resource)]
struct TurnClock {
energy: f32,
}
fn charge(time: Res<Time>, mut clock: ResMut<TurnClock>) {
clock.energy = (clock.energy + time.delta_secs()).min(1.0);
}
#[derive(Component)]
struct Actor {
hp: i32,
}
fn spend(mut clock: ResMut<TurnClock>, mut actors: Query<&mut Actor>) {
if clock.energy < 1.0 {
return;
}
clock.energy = 0.0;
for mut actor in &mut actors {
if actor.hp > 0 {
actor.hp -= 1;
}
}
}
fn install_turns(app: &mut App) {
app.insert_resource(TurnClock { energy: 0.0 })
.add_systems(Update, (charge, spend).chain());
}
```
Loot on the floor is an entity the actor can pick up by grid distance.
```rust
#[derive(Component)]
struct Loot {
value: u32,
}
#[derive(Component)]
struct GridPos {
x: i32,
y: i32,
}
#[derive(Component)]
struct Actor;
#[derive(Resource)]
struct RunSeed(u64);
fn pickup(
mut commands: Commands,
actors: Query<&GridPos, With<Actor>>,
loot: Query<(Entity, &GridPos, &Loot)>,
mut wallet: ResMut<RunSeed>,
) {
for actor in &actors {
for (entity, pos, item) in &loot {
if actor.x == pos.x && actor.y == pos.y {
wallet.0 = wallet.0.wrapping_add(u64::from(item.value));
commands.entity(entity).despawn();
}
}
}
}
```
`RunSeed` in `pickup` is only a stand-in counter so the example stays inside one resource. A coin wallet belongs on bevy-economy-system. `permadeath` and `spend` both write `Actor`; chain them when both run.
## Scope
- Noise and larger maps route to bevy-procedural-generation.
- Inventory stacks route to bevy-inventory-system.
## Expert Knowledge Delta
Target: **Bevy 0.20+**.
Core ECS types: `Component`, `Resource`, `Query`, `Commands`, `Startup`, `Update`, `Fixed` / `FixedMain` (`bevy::time`), `.chain()`, `Plugin`, `DefaultPlugins`, `MinimalPlugins`. Messages and observers are an ownership slot. See `bevy-events-messaging` for their APIs. Systems run in parallel unless `.chain()` orders the ones that conflict.
### Who owns state
| Piece | Owner | Who may mutate | Schedule |
| --- | --- | --- | --- |
| Data on one entity | `Component` | One system via `Query` | `Update` or `FixedMain` |
| One value for the whole app | `Resource` | One system | `Startup` to insert, then the schedule that reads it |
| Spawn | `Commands` | The spawning system | `Startup` for the initial world; later schedules for runtime spawn |
| Order that must not race | `.chain()` | The chained systems only | Same schedule |
| Plugin boundary | `Plugin` | `build` registers systems and resources | Before the app runs |
Borrow rule: two systems that both mutably query the same component must be ordered (`.chain()`) or split so only one writes. Unrelated systems stay parallel. That is the ECS page rule, not a guess at a system-set API.
### Decision
| If you need | Do this | Do not |
| --- | --- | --- |
| Per-entity data | `Component` + `Query` | A field stored off the entity |
| App-wide config or clock | `Resource` | Copy the value onto every entity |
| Stable simulation step | `FixedMain` and the `Fixed` clock | Tie simulation to raw frame `Update` |
| Startup spawn | `Commands` in `Startup` | Spawn from a render system |
| Cross-system notice that is not shared state | Message or observer slot in `bevy-events-messaging` | A new event type invented in this file |
| An API outside the documented set | Use the examples in this skill | A made-up crate or API |
Load [references/ecs-ownership.md](references/ecs-ownership.md) for the ownership table.
## NEVER
- Do not pin `/0.20.0/` in docs URLs. WHY: links stay on `latest`; the 0.20 target is stated once in prose.
- Do not mutably query the same component from two unordered systems. WHY: the schedule runs systems in parallel unless `.chain()` orders them.
- Do not invent a physics, navigation, networking, or XR crate here. WHY: this skill only names documented Bevy crates and modules.
- Do not rebuild `StdRng` from a new seed each frame. WHY: the run seed stays on `RunSeed` so room layout stays reproducible.
- Do not let `permadeath` and `spend` both write `Actor` without `.chain()`. WHY: unordered mutable queries on the same component conflict.
- No invented genre APIs. WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs.
- Do not pick a physics or net crate here. WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs.
## Reference
The library pin on bevy-master stays **0.20.0**. Official pages stay on the unversioned `latest` branch.
### Official Documentation
- [Assets](https://bevy.org/assets/) - Official asset catalog. No third-party crate was selected.
- [Examples](https://github.com/bevyengine/bevy/tree/latest/examples#examples) - Example tree on the `latest` branch.
- [ECS](https://bevy.org/learn/quick-start/getting-started/ecs/) - `Component`, systems, `Query`, `Startup`, `Update`, and `.chain()`.
- [Plugins](https://bevy.org/learn/quick-start/getting-started/plugins/) - `Plugin`, `DefaultPlugins`, `MinimalPlugins`, and `add_plugins`.
### Related Skills
#### Prerequisites
- [bevy-master](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-master/SKILL.md) - ECS ownership and schedules.
- [bevy-ecs-composition](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-ecs-composition/SKILL.md) - Spawn and query shape.
#### Complements
- [godot-genre-roguelike](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/godot-genre-roguelike/SKILL.md) - Roguelike on the Godot engine, same depth.
- [bevy-procedural-generation](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-procedural-generation/SKILL.md) - Seed and spawn.
- [bevy-turn-system](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-turn-system/SKILL.md) - Turn order when the run is turn-based.
- [bevy-inventory-system](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-inventory-system/SKILL.md) - Run loot.
- [bevy-rpg-stats](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-rpg-stats/SKILL.md) - Run stats.
#### Downstream / consumers
- None. This router does not own a second implementation.
#### Master
- [bevy-master](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-master/SKILL.md) - Bevy router.