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