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