By Jay / / Games

Bee Swarm Simulator players may finally have some important quality-of-life changes to look forward to. Recent events have brought attention to several features that could make the game much easier to manage, especially for players with large hives or those who spend a lot of time macroing.

Some of these ideas have already been shown in another Bee Swarm-related project, and they have now started discussions about whether similar features could eventually appear in the main game. Nothing is confirmed yet, but several of these changes would make sense for Bee Swarm Simulator. Here are some of the quality-of-life features that could be added.

Easier Treat Feeding

Bee Swarm Simulator

One useful feature would be the ability to give the same number of treats to multiple bees at once.

Instead of manually selecting every bee and feeding them one by one, players could enter a number, such as 50 treats, and apply that amount across several bees. This would make leveling a hive much less annoying.

This would be especially helpful for players with high-level hives. Feeding dozens of bees manually can take a lot of time, so a simple bulk feeding option could save a lot of clicking.

Pollen Number Abbreviations

Another possible improvement is a better way to display large pollen and honey numbers.

Bee Swarm Simulator deals with extremely large numbers, and it can become difficult to quickly understand how much pollen or honey you are actually collecting. An abbreviation option could make these numbers easier to read.

Players could choose whether they want the full number or a shorter version. This would be a small change, but it could make the game’s interface easier to understand.

Hide Bees and Other Effects

Performance is another area where quality-of-life settings could help.

One possible feature is the ability to hide bees from the player’s screen. This does not necessarily remove their effects or tokens. It simply makes the visual effects less crowded.

Players could potentially turn off different visual elements, including:

  • Bees
  • Frogs
  • Marks
  • Flames
  • Bubbles
  • Bombs
  • Balloons
  • Fuzzy effects
  • Other particles

This could be especially useful for players who experience lag when there are lots of bees, tokens, particles, and other effects appearing at the same time.

Better Performance for Macro Players

Bee Swarm Simulator has a large macro community, and performance settings could be particularly useful for these players.

When a player leaves the game running for hours, there is not always a reason to display every visual effect. Being able to hide unnecessary animations could reduce the amount of work the game has to process.

For example, turning off balloons or certain particles could make the game cleaner while also potentially improving frame rate.

This would not change the actual gameplay. Players would still collect tokens and perform their normal actions, but the screen would contain fewer things that need to be rendered.

Royal Jelly Target Rolling

One of the biggest quality-of-life ideas would be a better Royal Jelly rolling system.

Right now, getting a specific bee can require a huge number of Royal Jelly rolls. Players may spend hours trying to find one particular bee or mutation.

A target system could allow players to select the bee they want and let the game continue rolling until that bee appears.

For example, instead of manually rolling Royal Jelly for hours to get a specific Rage Bee, you could select Rage Bee as your target and let the system handle the rolls automatically.

There could even be a warning explaining that the feature may consume a very large amount of Royal Jelly.

This would be extremely useful for players who already have huge amounts of Royal Jelly and simply want to finish a specific hive upgrade without spending an entire day watching rolls.

Target Specific Mutations

The same idea could also work with mutations.

Instead of only searching for a specific bee, players could potentially choose a mutation as their target.

This would make mutation farming much less tedious. A player could select the mutation they need and allow the system to continue until the desired result appears.

The system could still use the required amount of Royal Jelly or another resource, but the player would not have to sit there and manually perform every single roll.

SSA Rolling Improvements

Supreme Star Amulets are another part of Bee Swarm Simulator where players can spend huge amounts of resources.

Finding the right SSA can take an enormous number of rolls, especially when a player is looking for a specific passive such as Pop Star, Gummy Star, or Scorching Star.

A targeted rolling system could make this process easier.

For example, players could select:

  • Pop Star
  • Gummy Star
  • Scorching Star
  • Another specific passive

The game could then continue rolling until the selected passive appears.

An even better system would allow players to target the passive first and then continue looking for the right stats.

This would not necessarily make SSA rolling cheap, but it would make the process much less frustrating.

Higher Treat Purchase Amounts

Another quality-of-life change that could help high-level players is increasing the amount of treats that can be purchased at once.

As hives become stronger, players can have huge amounts of honey available, but buying treats individually or in small quantities becomes a slow process.

Higher purchase options could allow players to spend larger amounts of honey in a single action.

For example, additional options could include:

  • 10 QD honey
  • 100 QD honey
  • Other larger amounts for late-game players

This would be especially useful when leveling a high-level hive where buying enough treats can take a very long time.

Larger Royal Jelly Purchases

The same problem applies to Royal Jelly.

Late-game players can need enormous amounts of Royal Jelly for hive changes and bee rolling. Having larger purchase options would make the process much faster.

Instead of repeatedly buying smaller amounts, players could purchase large batches with one click.

This would be another small interface change that could save a lot of time for endgame players.

Monster Respawn Settings

There are also other possible settings that could make farming more convenient.

One example is a monster respawn multiplier. A setting like this could change how quickly certain enemies return, although exactly how it would work in the main game is still unclear.

There could also be options related to rare rolls, balloon filling, and other systems that affect how players spend their time.

Not every setting needs to be added, but the general idea is useful: give players more control over repetitive parts of the game.

Why Quality-of-Life Updates Matter

Bee Swarm Simulator has been around for a long time, and many of its systems were designed when the game was smaller.

The endgame has changed a lot since then. Players now have much larger hives, stronger bees, huge resource totals, and much more complicated builds.

Because of this, some older systems can feel slow.

Quality-of-life changes would not necessarily need to add a new bee, field, quest, or event. Even simple changes to existing systems could make the game feel much better.

Features such as bulk feeding, better number displays, visual settings, faster purchases, and targeted rolling would mainly remove repetitive tasks.

What Could Actually Be Added?

There is no guarantee that all of these features will make it into Bee Swarm Simulator.

Some ideas may never be added, while others could potentially become part of a future update. The most realistic changes are probably the ones that solve common problems without changing the core gameplay.

Better performance settings are one example. Giving players more control over visual effects would be useful without affecting the balance of the game.

Targeted Royal Jelly rolling would also be a major improvement, especially for players who already have massive amounts of Royal Jelly.


Bee Swarm Simulator could benefit from a proper quality-of-life update, especially for players who have reached the late game. Managing a high-level hive can involve a lot of repetitive actions, from feeding bees and buying treats to rolling Royal Jelly and searching for the right SSA.

Features such as bulk treat feeding, larger purchases, visual effect controls, pollen abbreviations, and targeted rolling could make these systems much easier to use.

The important thing is that these changes would not need to completely change Bee Swarm Simulator. They would simply make existing systems faster and less frustrating.

For now, players should treat these features as possible ideas rather than confirmed additions. Still, if even a few of these quality-of-life changes eventually arrive, they could make a noticeable difference for both regular players and the game’s large macro community.

Bee Swarm Simulator
About Jay
A Content writer for Roonby.com Contact me on [email protected], we can't reply to gmail for some reason.