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