A refreshingly simple data-driven game engine built in Rust
Free and Open Source Forever!
Get Started
Free and Open Source Forever!
Get Started
Data Driven
All engine and game logic uses Bevy ECS, a custom Entity Component System
- Fast: Massively Parallel and Cache-Friendly
- Simple: Components are Rust structs, Systems are Rust functions
- Capable: Queries, Global Resources, Local Resources, Change Detection, Lock-Free Parallel Scheduler
2D Renderer
Render real-time 2D graphics for games and apps
- Features: sprite sheets, dynamic texture atlases, cameras, textures, and materials
- Extensible: custom shaders, materials, and render pipelines
- Common Core: builds on top of Bevy's Render Graph
3D Renderer
A modern and flexible 3D renderer
- Features: lights, shadows, cameras, meshes, textures, materials, gltf loading
- Extensible: custom shaders, materials, and render pipelines
- Common Core: built on top of Bevy's Render Graph

Render Graph
Compose custom render pipelines using a graph structure
- Parallel: Render Graphs are automatically rendered in parallel
- Modular: Build composable and reusable render logic using Render Graph nodes
- Backend Agnostic: Not tied to a specific graphics API
Animation
A capable animation system
- Skeletal rig animation driven by an ECS-based joint API
- Play multiple animations at the same time by smoothly blending between them
- Use blend shapes / morph targets to animate vertices directly
- Import animations from GLTF files

Cross Platform
Support for all major platforms:
- Windows, MacOS, Linux, Web, iOS, Android
Bevy UI
A custom ECS-driven UI framework built specifically for Bevy
- Built directly on top of Bevy's ECS, Renderer, and Scene plugins
- Compose UIs dynamically in code or declaratively using the Bevy Scene format
- Use a familiar "flex box" model to layout your UIs
Scenes
Create, save, and load ECS worlds using Bevy's Scene system
- Loading: Loading scenes preserves entity IDs (useful for save games)
- Instancing: Instancing creates linked duplicates of scenes with new entity IDs
- Hot Reloading: Changes to scene files are automatically applied to running apps
Sound
Load audio files and play them on demand
- Load audio files as Assets
- Play audio Assets using Audio entities
Hot Reloading
Get instant feedback on your changes without app restarts or recompiles
- Asset changes are immediately reflected in running Bevy apps
- You can currently hot-reload scenes, textures, and meshes
- Any asset type can be integrated
Productive Compile Times
Game development is an iterative process. You can't afford to wait for compiles
- With Bevy you can expect 0.8-3.0 seconds with the "fast compiles" configuration
- Compare that to other popular Rust game engines, which can take over 30 seconds to compile a single newline insertion!
Free and Open Source
An engine made by and for the developer community
- 100% free. Forever and always
- Open Source under the permissive MIT or Apache 2.0 licenses
- No contracts
- No license fees
- No sales cuts
Ready to start building Bevy apps? Get started fast with The Quick Start Guide!
Bevy Supporters
Platinum
$50 / month
HAL 9000
Arend van Beelen
Dominykas Djacenko
Turki Al-Marri
Jessica Collins
V-Sekai
Stefan Wolf
Alexander Balfanz
Julian Kanzler
Brent Houghton
natepiano
Eric Stokes
Laurence Cullen
Daniel Porteous
Ryan Butler
Jonny Power
Ignacy Chełstowski
Gold
$25 / month
SilvanCodes
Sindri Andrason
Jakob Getzel
Skolwind
natepiano
Torstein Grindvik
Dan White
Ida "Iyes"
now I have to make a game with bevy
Aevyrie Roessler
Victor Bjelkholm
occuros
Chris "cdata" Joel
avi
Slowchop Studios
doot
doomy
puzzled_squid
VJ Pyree
Troels Hoffmeyer
Charlotte
RJ
samflores
Afonso Lage
Hexorg
Pressing Thumbs Games
Gunstein Vatnar
Corvus Prudens
nil (TheRawMeatball)
Jack Wolfard
Paul Lackner
Caitlin Campbell
Philipp Dobler
Frédéric Jolliton
Callim Éthée
Idris Zaidi
Jordan Halase
RyeToastyO
Michele Vigilante
Zgred Fred
Manuel Mauro
Shira Smith
Joseph Lyons
Alan Jesser
Lars Diederich
John Hainline
Guido Offermans
Kaj-Sören Grunow
Devlyn Nelson
Kelvie Wong
IceSentry
Arto Bendiken
Tyler Royer
Abel Toy
Mark Emmons
Maciej Buszko
Wiktor Ravndal
Edward Swartz
Kev James
Aldis Ruiz
Antoine Duchenet
Erik Ring-Walters
Idler Cloud
Mark Davis
Rusty XYZ
Philip Ellison
Conner Mitchell
Joshua Manon
Markus Siegert
Jan Hohenheim
Jonni Liljamo
Mysvac
Ben Whitley
Joel Courtney
Danny McGee
Konrad Konieczny
Past Donors
Julian Ramirez Ruiseco, Kevin Rose, Cameron Flannery, Justin Hentz, Daniel Cazares, Daniel Gallups, Brandon Reinhart, Malek Hodroj, Cayle Bray, Jillis Noordhoek, Tarek Abdel Sater, Insfollowpro, Cult, Inc., Felix Rath, Yash Kumar, Sunjay Varma, Jacudibu, Viet NT, Rusticorn, Daniel Grice, Gediminas Gylys, Connor "Aceeri" McCluskey, Vollkornaffe, Hugo Peters, Robin Benzinger, Timothy Bertotti, Luukas Kortesniemi, Markus Ort, Matthew Eppelsheimer, Br3nnabee, Joshua Findon, Brian Heineman, Kris Warner, Daniel Yokoyama, rudderbucky, Andrea Bueide, Kevin Chen, Amelia Mowers, Pedro Reis, Peter Lustig, Micah Hinckley, Marius Cobzarenco, Владимир Степаненко, Xu Liu, Fabio Loreggian, rpg EML, Aaron Blankenship, indiedevcasts.com, 0x0177b11f, John Hainline, Augustin Gjini, CooCooCaCha, Brett Witty, Ask Game Studio, Orange_Murker, Robin Benzinger, Nicholas Anderson, knutwalker, nezuo, Brandon Wand, Allan Davis, Daniel Grice, well, now I have to make a game with bevy, Jan Klinge, David M. Lary, bugcaptor, Jesse Rupe, rustunit.com, Piot, Dylan P., Adam, Oleksii Nosov, Idris Zaidi, John Hainline, Subtale, TenRayTracedCats, Iryna Chernyshchuk, Astrago DE, Carter Anderson, Lars Schneidenbach, Charles Knudson, Krzysztof Piskorski, Julian Laubstein, Viktor Kuroljov, Tomas Zemanovic, Caleb Yates, Reshen Amin, Théo Degioanni, Lawrence Holcomb, Justin Turpin, Doce Fernandes, John Munson, Alar Okas, Jiří Švejda, Andrzej Kilijański, Jonathan Plasse, Jiwon Min