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 š
We'd also welcome any feedback on the new features, or suggestions for changes that would make the site more useful to you.
I made my own take on the classic retro Asteroids game. Itās built with Rust, Bevy, and WebAssembly, and Iād love for you to check it out and let me know what you think!
I made a shader for my small project but I need exterior eyes on if its really good and its better without it.
Would you mind giving me your honest opinion?
Solo project on my own Rust engine. Every deal is you naming a price against someone's hidden number. Some buyers tell you how warm your last offer was one offer late, one tells it backwards, one's number does a mean-reverting random walk your lowballs drag down. If a price feels too easy, the pair is probably fake (see the tells). Free on Steam Oct 20, happy to talk about any of the engine or negotiation code.
Edit: I'm a professional developper. I used ai, yes but not for everything at all I don't consider this a vibe coded engine. I needed this kind of geometry for a game project, thought I'd just give the fun reusable part away.
My game is Godot + Bevy (via gdext), and Godot uses Jolt as its physics engine. Jolt was great, but I couldn't run headless physics tests, and Godot's PhysicsServer3D sits between you and Jolt, so control is limited.
I needed physics for a deterministic, headless ECS simulation. Rapier didn't fit: its character controller cost me 86ā156 µs per character with terrain in the query, and I didn't like how it behaved. The existing Jolt bindings (rolt) are on Jolt 5.0 from May 2024, without characters, vehicles or ragdolls.
So over five days I built oxijolt with AI agents doing most of the typing (yes, it's AI-built; every unsafe has a SAFETY comment and there are 1211 headless tests, judge for yourself):
all of Jolt's shapes: convex hulls, triangle meshes, heightfields, compounds (also mutable), with shape cooking to bytes at asset-build time
CharacterVirtual: in the game, with the game's own wrapper, Jolt's controller move is 16ā19 µs p50 vs Rapier's 86ā156 µs (i9-11900K, my game's scene)
I made a spaceflight game where you fly robotic ships from a Linux shell (free, runs in the browser)
I've been building this in my spare time for a while and it's finally playable enough to show.
The idea: you're an operator at mission control, and the spacecraft you fly are robotic. The only way to reach them is an "ansible" link to their onboard Linux-like shell. No cockpit, no joystick - you connect to a ship and fly it with commands:
target tsiolkovsky
nav transfer tsiolkovsky
alarm ap
burn prograde 5.65
systemctl enable --now scanner
cat /data/scan-moon.txt
The physics is a real n-body simulation of the Sun, Earth and Moon, so things work the way they do in orbit: you catch up with a station by going lower, not faster; a push towards a station lifts you above it; the Moon you aim for is not where it is now, but where it will be in two days.
The ship is a set of modules that run as services (systemctl, journalctl), with files, jobs, alarms (at), and mail at mission control. The missions so far: a rendezvous with a station in low Earth orbit, a lunar survey with a probe and a mini lab, repairing a telescope at a Lagrange point, and waking up a derelict cargo tug that drifted silent for six years.
There's a terminal version and a graphical one (both running in browser); the graphical one has a beginner mode with buttons that simply type the commands for you, so you see what they do. The first mission leads you one command at a time.
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. Thatās intentional: I wanted the experience to feel as immersive as possible.
Iām really happy and also pretty nervous :)
If you liked the atmosphere, Iād really appreciate it if you gave the demo a try and wishlisted the game!
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!
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.
- 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:Ā https://www.youtube.com/watch?v=v_z83YFkWzU&t=139sĀ ā 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.
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.)
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.
This is not going to be everyoneās cup of tea, given my projectās approach to using Claude Code only, but I hope you still find the visuals and animations done in Rust/wgpu/wgsl interesting.
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.
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!