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