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. The fastest ECS according to some benchmarks
- 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
Arend van Beelen
Jessica Collins
HAL 9000
Dominykas Djacenko
Turki Al-Marri
V-Sekai
Pierce Thompson
Ryan Butler
Alexander Balfanz
Jonny Power
Eric Stokes
Daniel Porteous
Laurence Cullen
Stefan Wolf
Gold
$25 / month
Corvus Prudens
Skolwind
Pressing Thumbs Games
puzzled_squid
Victor Bjelkholm
Afonso Lage
nil (TheRawMeatball)
Hexorg
CooCooCaCha
doomy
Troels Hoffmeyer
samflores
Dan White
Jack Wolfard
Jakob Getzel
Paul Lackner
natepiano
Gunstein Vatnar
Aevyrie Roessler
0x0177b11f
RJ
doot
Slowchop Studios
avi
Augustin Gjini
Torstein Grindvik
Charlotte
SilvanCodes
Sindri Andrason
now I have to make a game with bevy
VJ Pyree
occuros
Chris "cdata" Joel
Ben Whitley
Abel Toy
Rusty XYZ
Idler Cloud
IceSentry
Maciej Buszko
Philipp Dobler
Fabio Loreggian
Wiktor Ravndal
Lars Diederich
Jordan Halase
Kelvie Wong
Alan Jesser
Idris Zaidi
Guido Offermans
Cristi Cobzarenco
Antoine Duchenet
Edward Swartz
Владимир Степаненко
Arto Bendiken
Peter Lustig
Pedro Reis
Andrea Bueide
Devlyn Nelson
Callim Éthée
RyeToastyO
Mark Davis
Michele Vigilante
Tyler Royer
Matthew Eppelsheimer
Danny McGee
Conner Mitchell
Jonni Liljamo
Shira Smith
Konrad Konieczny
Aldis Ruiz
John Hainline
Kaj-Sören Grunow
Frédéric Jolliton
Past Donors
Julian Ramirez Ruiseco, Cameron Flannery, Justin Hentz, Daniel Gallups, Brandon Reinhart, Cayle Bray, Malek Hodroj, Jillis Noordhoek, Insfollowpro, Cult, Inc., Joost Oudejans, Sunjay Varma, Yash Kumar, Felix Rath, Gediminas Gylys, Jacudibu, Viet NT, Connor "Aceeri" McCluskey, Daniel Grice, Vollkornaffe, Rusticorn, Robin Benzinger, Hugo Peters, Luukas Kortesniemi, Timothy Bertotti, Joshua Findon, Marius Cobzarenco, rpg EML, Amelia Mowers, Aaron Blankenship, Micah Hinckley, Markus Ort, Daniel Yokoyama, Brian Heineman, rudderbucky, Kris Warner, Daniel Grice, Robin Benzinger, rustunit.com, knutwalker, Dylan P., bugcaptor, Orange_Murker, Ida "Iyes", nezuo, Idris Zaidi, indiedevcasts.com, John Hainline, well, now I have to make a game with bevy, David M. Lary, Jan Klinge, Nicholas Anderson, Adam, Brett Witty, Subtale, Allan Davis, Piot, John Hainline, TenRayTracedCats, Jesse Rupe, Oleksii Nosov, Brandon Wand, Ask Game Studio, Iryna Chernyshchuk, Krzysztof Piskorski, Jonathan Plasse, Charles Knudson, Julian Laubstein, Alar Okas, Lawrence Holcomb, Justin Turpin, Reshen Amin, Carter Anderson, Jiří Švejda, Théo Degioanni, Viktor Kuroljov