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