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