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