I'd probably mention Tiny Glade (Bevy ECS only) and Polders specifically.
It even landed a nomination in the 2025 BAFTA Game Awards.
They are sold in the same places, run on the same hardware, use the same conventions and interactions, fill the same place in our lives, and are discussed in the same places. A lot of "proper" games also have digital toy modes: Minecraft and various sim games come to mind, but there are many. Insisting that they are completely distinct things seems mostly silly TBH. Almost everyone in the world would recognize Tiny Glade and its ilk as a kind of "computer/video game".
bevy_app 0.17.3
bevy_derive 0.17.3
bevy_ecs 0.17.3
bevy_ecs_macros 0.17.3
bevy_input 0.17.3
bevy_macro_utils 0.17.3
bevy_math 0.17.3
bevy_platform 0.17.3
bevy_ptr 0.17.3
bevy_reflect 0.17.3
bevy_reflect_derive 0.17.3
bevy_state 0.17.3
bevy_state_macros 0.17.3
bevy_tasks 0.17.3
bevy_time 0.17.3
bevy_utils 0.17.3
The fact that Tiny Glade was even able to just turn off Bevy's renderer while keeping the entire rest of the needed infrastructure so that they could write their own custom renderer on top of it is nothing short of remarkable.You're reading it the wrong way. Tiny Glade is just a poor example to show off Bevy because the only impressive thing about it is its graphics, which is not Bevy's.
> The fact that Tiny Glade was even able to just turn off Bevy's renderer while keeping the entire rest of the needed infrastructure so that they could write their own custom renderer on top of it is nothing short of remarkable.
A lot of that is pretty standard for a game engine, actually. For example, if you were to compare with Unity, you can run the engine headless in server environments and it swaps between renderer implementations (DirectX, Vulkan, WebGL, etc.) internally. There's also Scriptable Render Pipeline which lets you customize the renderer at a level above the platform graphics APIs.