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There are a few successful games like Tunnet [1] written in Bevy.

[1]: https://store.steampowered.com/app/2286390/Tunnet/




Looks cool and well received but at ~300ish reviews hardly a shining beacon if we extrapolate sales from that. But I'll say that's a good start.


Speaking as a Godot supporter, I don't think sales numbers of shipped games are relevant to anyone except the game's developer.

When evaluating a newer technology, the key question is: are there any major non-obvious roadblocks? A finished game (with presumably decent performance) tells you that if there are problems, they're solvable. That's the data.


Game engines are tools not fan clubs. It’s reasonable to judge them on their performance for which they are designed. As someone who cares about the commercial viability of their technology choices this is a small but positive signal.

What it tells me is someone shipped something and it wasn’t awful. Props to them!


> A finished game (with presumably decent performance) tells you that if there are problems, they're solvable.

It doesn't tell you anything about velocity, which is by far the most important metric for indie devs.

After all, the studio could have expended (maybe) twice as much effort to get a result.


Or maybe Rust allowed them to develop twice as fast. Who knows? We're going by data here, and this data point shows that games can be made in Bevy. No more and no less.


Agreed. We've learned a lot from Godot, by the way. I consider all us open source engines to be in it together :)




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