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
Jessica Collins
V-Sekai
Turki Al-Marri
Dominykas Djacenko
Arend van Beelen
Ryan Butler
Laurence Cullen
Alexander Balfanz
Daniel Porteous
Pierce Thompson
Eric Stokes
Stefan Wolf
Julian Kanzler
Brent Houghton
Jonny Power
Gold
$25 / month
Dan White
Paul Lackner
doot
samflores
Gunstein Vatnar
Victor Bjelkholm
occuros
now I have to make a game with bevy
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natepiano
Charlotte
Chris "cdata" Joel
Pressing Thumbs Games
VJ Pyree
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Jakob Getzel
SilvanCodes
Skolwind
Corvus Prudens
Ida "Iyes"
Jack Wolfard
Hexorg
Torstein Grindvik
avi
nil (TheRawMeatball)
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puzzled_squid
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doomy
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Idler Cloud
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Mysvac
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Ben Whitley
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Devlyn Nelson
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Kevin Chen
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Maciej Buszko
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Lars Diederich
Past Donors
Julian Ramirez Ruiseco, Cameron Flannery, Justin Hentz, Brandon Reinhart, Daniel Gallups, Aurelia Rella, Malek Hodroj, Cayle Bray, Jillis Noordhoek, Insfollowpro, Cult, Inc., Joost Oudejans, Felix Rath, Sunjay Varma, Yash Kumar, Daniel Grice, Connor "Aceeri" McCluskey, Jacudibu, Gediminas Gylys, Vollkornaffe, Rusticorn, Viet NT, Hugo Peters, Robin Benzinger, Timothy Bertotti, Luukas Kortesniemi, Andrea Bueide, rpg EML, Markus Ort, rudderbucky, Amelia Mowers, Kris Warner, Marius Cobzarenco, Pedro Reis, Brian Heineman, Fabio Loreggian, Xu Liu, Matthew Eppelsheimer, Micah Hinckley, Aaron Blankenship, Daniel Yokoyama, Joshua Findon, Peter Lustig, Владимир Степаненко, Idris Zaidi, Jesse Rupe, Jan Klinge, Dylan P., Augustin Gjini, Ask Game Studio, Oleksii Nosov, John Hainline, CooCooCaCha, Adam, Brett Witty, rustunit.com, knutwalker, indiedevcasts.com, Orange_Murker, well, now I have to make a game with bevy, Piot, nezuo, Subtale, Brandon Wand, TenRayTracedCats, John Hainline, David M. Lary, Nicholas Anderson, bugcaptor, Daniel Grice, Allan Davis, Robin Benzinger, Iryna Chernyshchuk, Alar Okas, Théo Degioanni, Lawrence Holcomb, Jiří Švejda, Caleb Yates, Viktor Kuroljov, Justin Turpin, Julian Laubstein, Reshen Amin, Carter Anderson, Krzysztof Piskorski, Charles Knudson, Jonathan Plasse