Bevy Coven
Some parts of a game only grow as fast as people can author them: levels, set dressing, dialogue, the lives of villagers, interfaces, weather. Bevy Coven is a family of Bevy crates built so that those parts grow with agents too.
⚠️ Vibe Coded. Written by AI agents working from a human’s direction, covered by tests rather than a line-by-line human review. Read the code before you rely on it for something you care about.
The coven, the grimoire, the cauldron and the familiar
- The coven is the family of crates. Each one is a Bevy plugin with its own settings, and works on its own: a sky, a forest, a crowd, a dialog box.
- The grimoire is the book of spells, and it is what a game loads: its kits, the grammar learned from your example, and the maps built from that grammar (bevy_grimoire).
- The Cauldron is the editor where the grimoire is written: you and the familiar place pieces, and the learned grammar brews more.
- The familiar is the helper at your side: the agent that reads and writes the grimoire, through the Cauldron’s MCP server.
Two more helpers belong to the same story: bevy_fairy, which lets an agent read and drive a running game, and golem, which drives Blender to make meshes.
How the crates relate
- Every crate stands alone: add it with
cargo addand its plugin withapp.add_plugins(...). See Using a crate on its own. - The Cauldron hosts each crate as an optional cargo feature and edits that crate’s own settings live, in your game’s project. See Using a crate in the Cauldron.
- Some crates use each other.
bevy_societyspeaks throughbevy_speech_bubbles, steers its walkers withbevy_orcaand leaves marks withbevy_stigmergy.
The map of the coven shows every crate, grouped by what it gives a game.