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
V-Sekai
Dominykas Djacenko
Arend van Beelen
Ryan Butler
Jonny Power
natepiano
Daniel Porteous
Eric Stokes
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Laurence Cullen
Brent Houghton
Stefan Wolf
Alexander Balfanz
Gold
$25 / month
now I have to make a game with bevy
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samflores
Charlotte
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avi
Skolwind
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doomy
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puzzled_squid
Hexorg
nil (TheRawMeatball)
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doot
occuros
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Troels Hoffmeyer
Pressing Thumbs Games
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RJ
Jordan Davidson
Jack Wolfard
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SilvanCodes
Philipp Dobler
Kaj-Sören Grunow
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Idler Cloud
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NNVTN
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Zgred Fred
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Abel Toy
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Danny McGee
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Conner Mitchell
IceSentry
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Shira Smith
Past Donors
Julian Ramirez Ruiseco, Kevin Rose, Cameron Flannery, Justin Hentz, Daniel Cazares, Brandon Reinhart, Daniel Gallups, Roland Mueller, Joost Oudejans, Malek Hodroj, Jillis Noordhoek, Cayle Bray, Tarek Abdel Sater, Cult, Inc., Insfollowpro, Ignacy Chełstowski, Felix Rath, Yash Kumar, Sunjay Varma, Joda Interactive, Gediminas Gylys, Vollkornaffe, Daniel Grice, Jacudibu, Viet NT, Turki Al-Marri, Connor "Aceeri" McCluskey, Rusticorn, Robin Benzinger, Hugo Peters, Timothy Bertotti, Luukas Kortesniemi, Callim Éthée, Aaron Blankenship, Manuel Mauro, Joshua Manon, Fabio Loreggian, Kevin Chen, Joseph Lyons, Markus Ort, Pedro Reis, Jan Hohenheim, Loki Sharp, Br3nnabee, Micah Hinckley, Daniel Yokoyama, Marius Cobzarenco, rpg EML, Xu Liu, Arto Bendiken, Brian Heineman, rudderbucky, Peter Lustig, Andrea Bueide, Amelia Mowers, Kris Warner, Joshua Findon, Matthew Eppelsheimer, Adam, Ida "Iyes", Daniel Grice, Allan Davis, rustunit.com, bugcaptor, Jan Klinge, Idris Zaidi, TenRayTracedCats, indiedevcasts.com, Dylan P., John Hainline, Robin Benzinger, Afonso Lage, John Hainline, Corvus Prudens, nezuo, Orange_Murker, Oleksii Nosov, 0x0177b11f, knutwalker, Brandon Wand, Piot, David M. Lary, Nicholas Anderson, Slowchop Studios, CooCooCaCha, well, now I have to make a game with bevy, natepiano, Ask Game Studio, Augustin Gjini, Brett Witty, Subtale, Jesse Rupe, Iryna Chernyshchuk, Astrago DE, Doce Fernandes, Julian Laubstein, Lawrence Holcomb, Carter Anderson, Jiří Švejda, Théo Degioanni, Tomas Zemanovic, Viktor Kuroljov, Jonathan Plasse, Krzysztof Piskorski, Aaron Friedrich, John Munson, Charles Knudson, Reshen Amin, Justin Turpin, Caleb Yates, Alar Okas, Katerina Marchan, Dani Ballance, Lars Schneidenbach, Andrzej Kilijański, Jiwon Min