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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 add and its plugin with app.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_society speaks through bevy_speech_bubbles, steers its walkers with bevy_orca and leaves marks with bevy_stigmergy.

The map of the coven shows every crate, grouped by what it gives a game.