Goodbye, Rust: Developer Quits Game Dev After 3 Years of Pain
A game developer shares why Rust failed to deliver in gamedev after three years of struggle and what went wrong.

After three years of trying to make it in gamedev with Rust, a developer from LogLog Games decided to throw in the towel. His candid post is not just a rant but a valuable breakdown of the pitfalls that enthusiasts face when choosing Rust for games.
Why Rust didn't take off in gamedev?
- Fighting the borrow checker — instead of being creative, you wrestle with the compiler over every reference.
- Lack of mature engines — Bevy and Godot with Rust are still rough, while Unity/Unreal with C++ remain kings.
- Gamedev ecosystem — libraries for physics, UI, and animation are either unstable or require reinventing the wheel.
The author notes that Rust is perfect for systems programming, but for games, it's like using a Swiss Army knife to cut bread: possible, but why suffer? He's switching to C# and Godot, where at least you can prototype quickly.
METABYTE studio comment: Rust is a great choice for backend or tooling, but for gamedev, stick with proven tech. Unless your project demands kernel-level performance, don't overcomplicate your life.
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