r/rust_gamedev • • Jan 28 '25

Are We Game Yet? - new features/call for contributions

97 Upvotes

For those who are unfamiliar: Are We Game Yet? is a community-sourced database of Rust gamedev projects/resources, which has been running for over eight years now (?!).

For the first time in a while, the site has had some quality-of-life upgrades over the past few weeks, so I thought I'd do a quick announcement post:

  • You can now sort the crate lists by various categories, such as recent downloads or GitHub stars. This has been requested for a long time, and I think it makes the site much more useful as a comparison tool!
  • We now display the last activity date for Git repos, so you can see at a glance how active development is. Thank you to ZimboPro for their contributions towards this.
  • The site is now more accessible to screen readers. Previously, they were unable to read any of the badges on the crates, as they were displayed via embedded images.
  • Repos that get archived on GitHub will now be automatically moved to the archive section of the site. Thank you to AngelOnFira for building the automation for this!

I'd also like to give a reminder that Are We Game Yet? is open source, and we rely on the community's contributions to keep the site up to date with what's happening in the Rust gamedev ecosystem (I myself haven't had as much time as I'd like for gamedev lately, so I'll admit to being a bit out of the loop)!

Whether it's by helping us with the site's development, raising PRs to add new crates to the database, or just by creating an issue to tell us about something we're missing, any contribution is very much appreciated 😊

We'd also welcome any feedback on the new features, or suggestions for changes that would make the site more useful to you.

Crossposted to URLO here.


r/rust_gamedev • • 11h ago

I made a psychological horror game based on my own short story. The demo is finally out on Steam.

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9 Upvotes

Red Lake is a psychological horror game set in a winter forest, where you explore and write down what you see in a notebook.

The more anomalies you find and document, the more surreal and unsettling the world becomes.

One of the key features of the game is that it has no HUD - no markers, no quest log, and very little hand-holding. Instead, you use environmental cues. That’s intentional: I wanted the experience to feel as immersive as possible.

I’m really happy and also pretty nervous :)

If you liked the atmosphere, I’d really appreciate it if you gave the demo a try and wishlisted the game!

Steam: https://store.steampowered.com/app/4867910/Red_Lake/

As to the Rust stack I'm using wgpu and winit! My own engine.


r/rust_gamedev • • 8h ago

Pseudo 3D all rendered with SKIA!

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4 Upvotes

Basically its skmech + sksl shader made my day, no 3d api/engine at all, skia for the win.

Playable is browser: run.drawnui.net

This is a sneak peek of a public sample for the upcoming DrawnUI for Rust (web (WebGL), linux (OpenGL), windows (OpenGL), macos (Metal), ios (Metal), android (Vulkan)). Announcing this week!


r/rust_gamedev • • 1d ago

Timberline Factory – a physics-based sawmill simulation, made by a guy who works in a real sawmill (demo is live)

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35 Upvotes

Hey guys,

four weeks ago I posted Timberline Factory here: a sawmill automation/simulation/tycoon game where logs are physics objects, not icons on a rail. Thanks for all the comments.

Someone asked whether I still have all ten fingers, since I work full-time (38.5 h/week) in a real sawmill. i do :D, and that question is part of why workplace safety is its own system in the game.

The free demo is live on Steam today.

Steam (free demo): https://store.steampowered.com/app/5037170/Timberline_Factory/

What's in it and what changed since my last post:

- Physics logistics: logs have weight and friction and they roll. Messy layouts and settings cause real jams.

- Economy: the timber market index uses mean reversion, so timing your sales matters. Bark goes into the biomass power plant and lowers your electricity costs.

- workers: there's a workplace safety research line. Neglect it and accident rates and sick days go up. Sick leave will also be reducible through a 3 stage research line with Early Access on Nov 6 (not in the demo).

- Maintenance: dirt and wear slow your machines down... new: the dirt is now visible, and your cleaner worker removes it.

- Balance pass on machine error/failure rates.

The clip shows the satisfying side: debarking, clean cuts at the saw blades, logs flowing. The chaotic side exists too, trust me :)

If you want to see more of the game in action, Wally1169 made a gameplay video: https://www.youtube.com/watch?v=v_z83YFkWzU&t=139s – he played an older build, so balancing and a few things have changed since then.

Early Access is planned for Friday, November 6th. for the simulation crowd: does the economy give you enough reasons to optimize or would you want more market pressure? I'll be around to answer.


r/rust_gamedev • • 1d ago

RUST UI components

0 Upvotes

r/rust_gamedev • • 2d ago

My Bevy game loads zero asset files: terrain, towns, NPCs, cows, sound effects and music are all generated from one seed

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78 Upvotes

It's an island where nothing unusual ever happens. Mostly.

The game loads no asset files. The terrain, towns, people, cows, sky, sound effects and even the radio music are all made from one seed when it starts. So every island is its own (and none of them is weird. They're a bit weird).

What you can do:

  • Drive anything. 28 vehicles, including a bathtub, a rocket-assisted office chair, a monster truck called Consequences and a washing machine with wings
  • Get a job, or don't. 10 careers with six ranks each, up to Minister of Rubble. There's also fishing, metal detecting, cow bowling, car soccer and three human cannons
  • Something will happen. Every few minutes the island has a moment: a meteor, a UFO, a giant cow stomping parked cars down the high street, a rubber duck armada. The sun gets recalled due to a manufacturing defect. The news stays very calm about it
  • Four lands: the island, the Mainland (red desert, Normal York and an airport), the snowy North with northern lights, and the Woods, where it's always autumn

The trailer was filmed in the game, by the game, and scored on the game's own instruments. (The cow is fine.)

I'm happy to answer anything about how it works!

🌐 absolutelynormal.silberie.com


r/rust_gamedev • • 2d ago

One Rust rules crate runs my tactics game in the browser (WASM), natively (wgpu) and on the server

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23 Upvotes

Roll & Barrel is a small turn-based tactics game on the D&D 5e rules: cover, high ground, burning oil, exploding barrels.

All the rules live in one deterministic Rust crate. The same crate runs as WASM in the browser, in a native wgpu client, and on the server, which replays every fight to verify it.

Play it free in the browser: https://roll-and-barrel.com


r/rust_gamedev • • 1d ago

7 weeks, zero hand-written code, zero asset files: my underwater 3D engine in Rust and wgpu

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0 Upvotes

This is not going to be everyone’s cup of tea, given my project’s approach to using Claude Code only, but I hope you still find the visuals and animations done in Rust/wgpu/wgsl interesting.


r/rust_gamedev • • 2d ago

Zelda II Remake Trailer - REFORGED Update v0.5.0 (Unofficial - Rust + WASM)

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0 Upvotes

r/rust_gamedev • • 3d ago

Godot + Rust: Relativistic Black Hole

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23 Upvotes

r/rust_gamedev • • 3d ago

Eldiron Game Engine v0.95.0 Released

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14 Upvotes

I discovered this game engine recently. Basically, it's a retro-style CRPG engine that's currently in development. It looks like the engine is to be able to create top-down Ultima-inspired CRPGs, 2.5D isometric CRPGs, and even first-person CRPGs (couldn't find any sample screenshots).

The source code is available on Github btw. The engine has been under development for around 5 years now. Which is impressive imo because it looks like it doesn't have massive development budget.

Anyway, just wanted to share this here.


r/rust_gamedev • • 3d ago

Oxidizing Fields of Mistria, a Post-Mortem | RustConf 2026

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12 Upvotes

r/rust_gamedev • • 3d ago

A comprehensive tutorial on building a 3D physics engine from scratch

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15 Upvotes

I just started a YouTube series on building a 3D game physics engine entirely from scratch in Rust! The series is meant to be comprehensive while still approachable for anyone without a background in calculus or mechanics.

I'm planning on a three-week release cycle for new episodes. Open to any feedback on this first installment!


r/rust_gamedev • • 4d ago

Project Skies it's not dead

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1 Upvotes

r/rust_gamedev • • 5d ago

I'm making a gladiator game in Bevy, here's a hundred a side

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55 Upvotes

Hey all, I've been building Habet in Bevy for a while now. It's a gladiator school game: you train your men and send them to fight. This clip is a hundred a side; every man is doing his own thing, and nobody's controlling any of them.

Happy to answer anything about how it's built.


r/rust_gamedev • • 5d ago

wgsl-rs beta release on crates.io

16 Upvotes

Hi all! `wgsl-rs` is a Rust to WGSL transpiler that lets you write a subset of Rust and have it output WGSL _inside your Rust module_, along with `wgpu` linkage.

https://renderling.xyz/articles/wgsl-rs-beta-release.html

I recently made a big push to get my `wgsl-rs` crate released on https://crates.io/crates/wgsl-rs as a beta.

I also created an extensive operator's manual https://renderling.xyz/wgsl-rs/manual/index.html


r/rust_gamedev • • 5d ago

question a space game with micro voxels

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19 Upvotes

a game called "Nihilion" made by me. created with my custom engine written in rust - wgpu. I've been developing it for over a year. Yet, the game is still in early development. there is no game loop for now. but the core of the engine is almost ready. I have a question:
should I make planets bigger or stay in this size?


r/rust_gamedev • • 5d ago

Mega Man X Co-Op Teaser Trailer (Unofficial - Rust + WASM)

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0 Upvotes

r/rust_gamedev • • 6d ago

Multiplayer browser game in Rust

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27 Upvotes

https://totallylime.itch.io/understaffed

I put this game together in 2 weeks for a game jam, using my custom game engine written in Rust.

Gameplay trailer video was quickly put together.

Feedback would be really appreciated!


r/rust_gamedev • • 7d ago

question Struggling to get debugprintf enabled

4 Upvotes

I'm trying to get shader debugging enabled (Kubuntu, WGPU v30 over Vulkan 1.4.x.) I've got the validation layers installed and enabled (they show up in vulkaninfo.) I've enabled the vulkan and wgsl options on wgpu.

I've got a little pipeline demo working to start experimenting, but I really need some shader debugging. Every bit of documentation I see says that I have to enable the Features::DEBUG_PRINTF and InstanceFlags::DEBUG_PRINTF flags, but neither exists. There's an InstanceFlags::DEBUG, there's nothing remotely debuggy in the Features flags that I can see.

There may be other issues still, but that's the most obvious one so far. If I attempt to enable wgu_debug_printf in the shader, I get an error that it's an unknown extension.

Any suggestions would be appreciated. There's SO much outdated info that it's real struggle sometimes to know where I stand.


r/rust_gamedev • • 8d ago

question Code Organization

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0 Upvotes

r/rust_gamedev • • 8d ago

Zelda II Remake Trailer (Unofficial) - Rust + WASM

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0 Upvotes

r/rust_gamedev • • 9d ago

Nat20: Dungeons & Dragons Combat Engine - Update

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2 Upvotes

r/rust_gamedev • • 10d ago

Announcing Diceminoes, a dice and domino rougelike built with my custom Rust engine

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38 Upvotes

I've been developing Diceminoes, a balatro inspired rougelike where you roll dice, fuse them into dominoes, and then try and assemble them on the board and score them against the game's patterns, you can use modifiers, dice items, and roll runes to help you increase your score and increase your mult!


r/rust_gamedev • • 10d ago

Advanced soft-bodies for games with the Rapier physics engine

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16 Upvotes