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Bevy Genre Horror Agent Skill

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.

2.1k tokens
context cost
SKILL.md, read when the skill is used
2
files
plus reference files
0
copies elsewhere
how many repositories repackaged it
854
stars on the repo
on the repository, not the skill itself

Install

one command, takes just this skill from the repository
npx skills add https://github.com/thedivergentai/Game-Design-Agentic-Skills --skill bevy-genre-horror

What comes with it

605 bytes besides the instruction
references/ecs-ownership.md

The instruction itself

16 sections, as written by the author

Bevy Horror (thin router)

Genre router. Domain work lives in the Bevy skills below.

When to use

Load this for sanity or detection as your components, plus lighting and audio.

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. This file registers only the sanity, suspicion, and light systems.

Routing

Scope

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();
}

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 | 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.

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 drain sanity on raw Update. WHY: fear and light energy are simulation and belong on FixedUpdate.
  • 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 site.

Official Documentation

  • Assets - Official asset catalog. No third-party crate was selected.
  • Examples - Example tree on the latest branch.
  • ECS - Component, systems, Query, Startup, Update, and .chain().
  • Plugins - Plugin, DefaultPlugins, MinimalPlugins, and add_plugins.
Prerequisites
Complements
Downstream / consumers
  • None. This router does not own a second implementation.
Master

How to use it

Copy the folder

Take thedivergentai/bevy-genre-horror from the repository into ~/.claude/skills for personal use, or into .claude/skills inside a project.

Check the name does not clash

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.