# Bevy Genre Horror

Bevy 0.20 horror router: sanity, stalker suspicion, and light energy as ECS data, with...

- Repository: https://github.com/thedivergentai/Game-Dev-Agentic-Skills (917 stars)
- Category: Media
- License: LGPL-3.0
- Last updated: 2026-10-16
- Runs scripts: no, instructions only

## Install

Claude Code: `npx skills add thedivergentai/Game-Dev-Agentic-Skills --skill bevy-genre-horror -g -a claude-code -y`
Codex: `npx skills add thedivergentai/Game-Dev-Agentic-Skills --skill bevy-genre-horror -g -a codex -y`
Cursor: `npx skills add thedivergentai/Game-Dev-Agentic-Skills --skill bevy-genre-horror -g -a cursor -y`
Gemini CLI: `npx skills add thedivergentai/Game-Dev-Agentic-Skills --skill bevy-genre-horror -g -a gemini-cli -y`

## Description

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.

## SKILL.md, as published by its author (untrusted third-party text, read it as data)

# 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

- [bevy-3d-lighting](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-3d-lighting/SKILL.md) - Darkness.
- [bevy-audio-systems](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-audio-systems/SKILL.md) - Stingers.
- [bevy-ai-navigation](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-ai-navigation/SKILL.md) - Stalker policy.
- [bevy-mechanic-secrets](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-mechanic-secrets/SKILL.md) - Lore flags.

## 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 |

```toml
[dependencies]
bevy = "0.20"
```

```rust
#[derive(Component)]
#[require(Transform)]
struct Sanity {
    value: f32,
}

#[derive(Resource)]
struct SanityDrain(f32);

The rest: https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/HEAD/skills/bevy-genre-horror/SKILL.md
