// the find
simgine/bevy_replicon
A server-authoritative replication crate for Bevy.
bevy_replicon is a server-authoritative ECS replication layer for the Bevy game engine. It handles automatic world replication, remote events/triggers, and per-client entity visibility without caring which transport layer you use. Aimed at Bevy game developers building any multiplayer game from small indie projects to more complex simulations.
Transport-agnostic design is the right call — you pick renet, quinnet, matchbox, or aeronet without rewriting your game logic. The ECS-native approach (replication rules, relationship-based entity grouping, no_std support) fits Bevy's architecture rather than fighting it. Test coverage is real and extensive — 20+ integration test files covering mutations, removals, priority, visibility, and world serialization. The compatibility table goes back to Bevy 0.10, which signals a project that has tracked the engine through multiple breaking cycles rather than abandoning it.
The ecosystem table is a red flag: client-side prediction (bevy_replicon_snap), rollback (bevy_timewarp, bevy_bundlication), and reconnect state preservation (bevy_replicon_repair) are all marked unmaintained. For anything beyond simple authoritative movement, you are on your own or dependent on bevy_rewind, which is the only maintained rollback option. Requiring an example_backend crate just to run the examples adds friction — new users have to understand the backend abstraction before they can see anything work. No built-in delta compression or bandwidth budgeting is documented; the README claims "heavily optimized" without telling you what that means in practice or what the throughput limits are.