Skip to content
Back to skills

Bevy Genre Survival

ASecurity

Bevy ECS skill for survival loops. Keywords: Bevy, survival, hunger, warmth, day clock, crafting, ECS.

  • 866 stars
  • 0 votes
  • 0 copies
  • 0 views
  • Added October 19, 2026
developmentrustgogitapidocumentation

Works with

  • api

Security analysis

A100/100

Pro scans all 2 files and shows the line behind each finding

Scanned October 19, 2026

npx -y skills add thedivergentai/Game-Design-Agentic-Skills --skill bevy-genre-survival --agent claude-code

Installs into .claude/skills of the current project.

Are you the author of Bevy Genre Survival?

Add the live security badge to your README. It updates with every re-scan.

Security grade badge for Bevy Genre Survival
[![Security: A — Skills Directory](https://www.skillsdirectory.com/api/skills/thedivergentai-bevy-genre-survival/badge)](https://www.skillsdirectory.com/skills/thedivergentai-bevy-genre-survival)

More formats (shields.io, HTML) on the badges page. Keep it an A: scan every change in CI with Pro.

Download with Pro
SKILL.md
---
name: bevy-genre-survival
description: "Bevy ECS skill for survival loops. Keywords: Bevy, survival, hunger, warmth, day clock, crafting, ECS."
---

# Bevy survival

Vitals, a day clock, and crafting inputs live on components and resources. Stats, item stacks, gathering, and camps stay on the skills linked below.

## When to use

Load this for vitals, crafting inputs, and a day clock you own.

## 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.

## Ownership

| Need | Bevy shape |
| --- | --- |
| Actors in the genre | Entities plus the domain skills linked below |
| Run-wide director | A resource |
| Loop notices | bevy-events-messaging |

## Routing

- [bevy-rpg-stats](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-rpg-stats/SKILL.md) - Vitals as stats.
- [bevy-inventory-system](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-inventory-system/SKILL.md) - Items.
- [bevy-game-loop-harvest](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-game-loop-harvest/SKILL.md) - Gathering.
- [bevy-3d-world-building](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-3d-world-building/SKILL.md) - Camps.

## Scope

- Hunger, warmth, and the day clock are data you own. Item stacks and camp layout stay on the linked skills.

## Examples

```toml
[package]
name = "survival"
version = "0.1.0"
edition = "2021"

[dependencies]
bevy = "0.20"
```

Hunger and warmth drain on the fixed step. Cold hours drain warmth faster. A meal and a fire restore them.

```rust
#[derive(Component)]
struct Vitals {
    hunger: f32,
    warmth: f32,
}

#[derive(Resource)]
struct DayClock {
    hour: f32,
    hours_per_day: f32,
}

fn tick_day(time: Res<Time<Fixed>>, mut clock: ResMut<DayClock>) {
    let hours = time.delta_secs() * (24.0 / clock.hours_per_day);
    clock.hour = (clock.hour + hours) % 24.0;
}

fn drain_vitals(time: Res<Time<Fixed>>, clock: Res<DayClock>, mut people: Query<&mut Vitals>) {
    let dt = time.delta_secs();
    let night = clock.hour < 6.0 || clock.hour >= 20.0;
    let warmth_rate = if night { 2.5 } else { 0.4 };
    for mut vitals in &mut people {
        vitals.hunger = (vitals.hunger - 1.2 * dt).max(0.0);
        vitals.warmth = (vitals.warmth - warmth_rate * dt).max(0.0);
    }
}

#[derive(Message)]
struct Eat {
    who: Entity,
    amount: f32,
}

fn apply_meals(mut meals: MessageReader<Eat>, mut people: Query<&mut Vitals>) {
    for meal in meals.read() {
        let Ok(mut vitals) = people.get_mut(meal.who) else {
            continue;
        };
        vitals.hunger = (vitals.hunger + meal.amount).min(100.0);
    }
}

pub struct SurvivalPlugin;

impl Plugin for SurvivalPlugin {
    fn build(&self, app: &mut App) {
        app.insert_resource(DayClock {
            hour: 8.0,
            hours_per_day: 480.0,
        })
        .add_message::<Eat>()
        .add_systems(FixedUpdate, (tick_day, drain_vitals, apply_meals).chain());
    }
}
```

A recipe spends named counts from a bag, then writes a crafted stack. The bag is a component so each camp or player carries their own stores.

```rust
#[derive(Clone, Copy, PartialEq, Eq)]
enum ItemKind {
    Wood,
    Fiber,
    Bandage,
}

#[derive(Component, Default)]
struct Bag {
    stacks: Vec<(ItemKind, u32)>,
}

fn count_of(bag: &Bag, kind: ItemKind) -> u32 {
    bag.stacks
        .iter()
        .filter(|(k, _)| *k == kind)
        .map(|(_, n)| *n)
        .sum()
}

fn spend(bag: &mut Bag, kind: ItemKind, mut need: u32) -> bool {
    if count_of(bag, kind) < need {
        return false;
    }
    for (k, n) in &mut bag.stacks {
        if *k != kind || need == 0 {
            continue;
        }
        let take = (*n).min(need);
        *n -= take;
        need -= take;
    }
    bag.stacks.retain(|(_, n)| *n > 0);
    true
}

fn craft_bandage(mut bags: Query<&mut Bag>) {
    for mut bag in &mut bags {
        if spend(&mut bag, ItemKind::Fiber, 2) {
            bag.stacks.push((ItemKind::Bandage, 1));
        }
    }
}
```

Spawn a survivor at dawn with full vitals.

```rust
#[derive(Component)]
struct Vitals {
    hunger: f32,
    warmth: f32,
}

fn spawn_survivor(mut commands: Commands) {
    commands.spawn((
        Vitals {
            hunger: 100.0,
            warmth: 100.0,
        },
        Transform::from_xyz(0.0, 0.0, 0.0),
    ));
}
```

## 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 outside a component |
| 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 |
| Hunger, warmth, clock, recipes | Components and resources in the examples | An engine survival module |

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.

- No types from another engine in Bevy code. WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs.
- 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

Official links stay on bevy.org. The library pin on bevy-master stays **0.20**.

### 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
- [bevy-rpg-stats](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-rpg-stats/SKILL.md) - Vitals as stats.
- [bevy-inventory-system](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-inventory-system/SKILL.md) - Items.
- [bevy-game-loop-harvest](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-game-loop-harvest/SKILL.md) - Gathering.
- [bevy-3d-world-building](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-3d-world-building/SKILL.md) - Camps.

#### 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.

Files in this skill

  • SKILL.md9 KB
  • references/ecs-ownership.md533 B

Attribution

Is this your skill, or is something wrong with this listing? Request removal or report an issue. Author removals are honored within 72 hours.

Comments

Loading comments…

Newsletter

Get the weekly list of safe new skills, and the ones we pulled.