Bevy 0.20 horror router: sanity, stalker suspicion, and light energy as ECS data, with lighting, audio, and navigation in the linked skills. Use when routing a horror game. Keywords: Bevy, Horror, sanity, stalker, ECS, router.
npx skills add https://github.com/thedivergentai/Game-Design-Agentic-Skills --skill bevy-genre-horror
Genre router. Domain work lives in the Bevy skills below.
Load this for sanity or detection as your components, plus lighting and audio.
Update or the fixed timestep from bevy-master. Order them with .chain() when a later system must see the result.Sanity, suspicion, and light energy live on components. Darkness, stingers, and stalker paths stay in the skills linked above.
| Call | Owner here | Leave to the linked skill |
| --- | --- | --- |
| Fear falls while the player is vulnerable | Sanity on FixedUpdate | A light or audio crate |
| The stalker has line of sight | Stalker.sees_player and suspicion | Pathfinding in bevy-ai-navigation |
| A held light spends energy | LightCell.energy | Spotlights in bevy-3d-lighting |
[dependencies]
bevy = "0.20"
#[derive(Component)]
#[require(Transform)]
struct Sanity {
value: f32,
}
#[derive(Resource)]
struct SanityDrain(f32);
fn drain_sanity(time: Res<Time>, drain: Res<SanityDrain>, mut minds: Query<&mut Sanity>) {
let step = drain.0 * time.delta_secs();
for mut sanity in &mut minds {
sanity.value = (sanity.value - step).max(0.0);
}
}
pub struct SanityPlugin;
impl Plugin for SanityPlugin {
fn build(&self, app: &mut App) {
app.insert_resource(SanityDrain(4.0))
.add_systems(FixedUpdate, drain_sanity);
}
}
#[derive(Component)]
struct Stalker {
suspicion: f32,
sees_player: bool,
}
fn raise_suspicion(time: Res<Time>, mut stalkers: Query<&mut Stalker>) {
for mut stalker in &mut stalkers {
if stalker.sees_player {
stalker.suspicion = (stalker.suspicion + time.delta_secs()).min(1.0);
} else {
stalker.suspicion = (stalker.suspicion - time.delta_secs() * 0.25).max(0.0);
}
}
}
pub struct StalkerPlugin;
impl Plugin for StalkerPlugin {
fn build(&self, app: &mut App) {
app.add_systems(FixedUpdate, raise_suspicion);
}
}
#[derive(Component)]
#[require(Transform)]
struct Sanity {
value: f32,
}
#[derive(Component)]
struct LightCell {
energy: f32,
}
fn spend_light(time: Res<Time>, mut lights: Query<&mut LightCell>) {
for mut light in &mut lights {
light.energy = (light.energy - time.delta_secs() * 2.0).max(0.0);
}
}
fn spawn_player(mut commands: Commands) {
commands.spawn((Sanity { value: 100.0 }, LightCell { energy: 40.0 }));
}
pub struct HorrorSetupPlugin;
impl Plugin for HorrorSetupPlugin {
fn build(&self, app: &mut App) {
app.add_systems(Startup, spawn_player)
.add_systems(FixedUpdate, spend_light);
}
}
fn main() {
App::new()
.add_plugins(MinimalPlugins)
.add_plugins(HorrorSetupPlugin)
.run();
}
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.
| 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.
| If you need | Do this | Do not |
| --- | --- | --- |
| Per-entity data | Component + Query | One mutable blob shared by every 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 |
| Behavior a linked domain skill already owns | Keep this router to components and resources | A second implementation in this file |
Load references/ecs-ownership.md for the ownership table.
/0.20.0/ in docs URLs. WHY: links stay on latest; the 0.20 target is stated once in prose..chain() orders them.Update. WHY: fear and light energy are simulation and belong on FixedUpdate.The library pin on bevy-master stays 0.20.0. Official pages stay on the unversioned site.
latest branch.Component, systems, Query, Startup, Update, and .chain().Plugin, DefaultPlugins, MinimalPlugins, and add_plugins.Take thedivergentai/bevy-genre-horror from the repository into ~/.claude/skills for personal
use, or into .claude/skills inside a project.
The agent identifies a skill by the name field in its header. Two skills with the
same name cannot sit side by side — one of them will be ignored.