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