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
Arend van Beelen
Dominykas Djacenko
V-Sekai
Jessica Collins
HAL 9000
Stefan Wolf
Ryan Butler
Brent Houghton
Julian Kanzler
Eric Stokes
Daniel Porteous
natepiano
Alexander Balfanz
Jonny Power
Laurence Cullen
Gold
$25 / month
Skolwind
Jakob Getzel
VJ Pyree
samflores
occuros
doot
Victor Bjelkholm
Gunstein Vatnar
nil (TheRawMeatball)
Jack Wolfard
Sindri Andrason
doomy
Pressing Thumbs Games
Troels Hoffmeyer
Jordan Davidson
Chris "cdata" Joel
avi
Aevyrie Roessler
SilvanCodes
Dan White
Charlotte
Paul Lackner
puzzled_squid
RJ
now I have to make a game with bevy
Hexorg
John Hainline
Kev James
Antoine Duchenet
Zgred Fred
Danny McGee
Wiktor Ravndal
Tyler Royer
Jason Marsh
Владимир Степаненко
Joel Courtney
Rusty XYZ
Philipp Dobler
Dan Exidethos
Lars Diederich
Shira Smith
Caitlin Campbell
Abel Toy
Kelvie Wong
Erik Ring-Walters
Idris Zaidi
Edward Swartz
IceSentry
Idler Cloud
Philip Ellison
Jaap Elst
Kaj-Sören Grunow
NNVTN
Mark Emmons
Maciej Buszko
Conner Mitchell
Devlyn Nelson
Zach Geis
Konrad Konieczny
Jordan Halase
Mysvac
Aldis Ruiz
Mark Davis
Markus Siegert
Ben Whitley
Frédéric Jolliton
Guido Offermans
Jonni Liljamo
Alan Jesser
Michele Vigilante
RyeToastyO
Past Donors
Julian Ramirez Ruiseco, Kevin Rose, Cameron Flannery, Justin Hentz, Daniel Cazares, Daniel Gallups, Brandon Reinhart, Roland Mueller, Joost Oudejans, Malek Hodroj, Cayle Bray, Tarek Abdel Sater, Jillis Noordhoek, Insfollowpro, Cult, Inc., Ignacy Chełstowski, Joda Interactive, Yash Kumar, Felix Rath, Sunjay Varma, Connor "Aceeri" McCluskey, Vollkornaffe, Jacudibu, Gediminas Gylys, Rusticorn, Turki Al-Marri, Viet NT, Daniel Grice, Robin Benzinger, Hugo Peters, Timothy Bertotti, Luukas Kortesniemi, Arto Bendiken, Markus Ort, Brian Heineman, rudderbucky, Joshua Findon, Daniel Yokoyama, Kevin Chen, Loki Sharp, Joseph Lyons, Marius Cobzarenco, Kris Warner, Fabio Loreggian, Andrea Bueide, Peter Lustig, Xu Liu, Amelia Mowers, Matthew Eppelsheimer, Aaron Blankenship, Micah Hinckley, Manuel Mauro, Callim Éthée, Br3nnabee, Pedro Reis, Joshua Manon, rpg EML, Jan Hohenheim, indiedevcasts.com, 0x0177b11f, Jan Klinge, Adam, Corvus Prudens, Slowchop Studios, Idris Zaidi, Torstein Grindvik, Ida "Iyes", TenRayTracedCats, Robin Benzinger, natepiano, CooCooCaCha, rustunit.com, Dylan P., Ask Game Studio, Oleksii Nosov, well, now I have to make a game with bevy, Orange_Murker, David M. Lary, Jesse Rupe, Subtale, bugcaptor, Daniel Grice, Allan Davis, John Hainline, Afonso Lage, knutwalker, Brandon Wand, Nicholas Anderson, Brett Witty, Piot, John Hainline, Augustin Gjini, nezuo, Iryna Chernyshchuk, Astrago DE, Justin Turpin, Julian Laubstein, Jaume Singla Valls, Charles Knudson, Alar Okas, Dani Ballance, Jiří Švejda, Théo Degioanni, Katerina Marchan, Carter Anderson, Reshen Amin, Aaron Friedrich, John Munson, Viktor Kuroljov, Lawrence Holcomb, Lars Schneidenbach, Jonathan Plasse, Tomas Zemanovic, Andrzej Kilijański, Doce Fernandes, Krzysztof Piskorski, Caleb Yates, Jiwon Min