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