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
V-Sekai
Arend van Beelen
Dominykas Djacenko
HAL 9000
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Jonny Power
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Julian Kanzler
natepiano
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Daniel Porteous
Ryan Butler
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Gold
$25 / month
Chris "cdata" Joel
doot
now I have to make a game with bevy
Skolwind
Jordan Davidson
VJ Pyree
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Hexorg
samflores
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Pressing Thumbs Games
Victor Bjelkholm
nil (TheRawMeatball)
RJ
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Charlotte
Dan White
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puzzled_squid
SilvanCodes
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occuros
avi
doomy
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Caitlin Campbell
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NNVTN
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Rusty XYZ
Philip Ellison
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Mysvac
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Idler Cloud
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RyeToastyO
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IceSentry
Past Donors
Julian Ramirez Ruiseco, Kevin Rose, Cameron Flannery, Justin Hentz, Daniel Gallups, Daniel Cazares, Brandon Reinhart, Roland Mueller, Joost Oudejans, Cayle Bray, Tarek Abdel Sater, Malek Hodroj, Jillis Noordhoek, Cult, Inc., Insfollowpro, Yash Kumar, Joda Interactive, Sunjay Varma, Felix Rath, Daniel Grice, Connor "Aceeri" McCluskey, Rusticorn, Viet NT, Jacudibu, Gediminas Gylys, Vollkornaffe, Turki Al-Marri, Robin Benzinger, Hugo Peters, Timothy Bertotti, Luukas Kortesniemi, Kris Warner, Dan Exidethos, Joshua Manon, Andrea Bueide, Arto Bendiken, Pedro Reis, Xu Liu, Marius Cobzarenco, Jan Hohenheim, Fabio Loreggian, Peter Lustig, Micah Hinckley, Loki Sharp, Callim Éthée, Markus Ort, Daniel Yokoyama, Joseph Lyons, Joshua Findon, Kevin Chen, Br3nnabee, Manuel Mauro, Amelia Mowers, Brian Heineman, rpg EML, Matthew Eppelsheimer, rudderbucky, Aaron Blankenship, Jan Klinge, Dylan P., Brett Witty, Ask Game Studio, bugcaptor, Idris Zaidi, rustunit.com, CooCooCaCha, Allan Davis, David M. Lary, Robin Benzinger, John Hainline, Torstein Grindvik, Adam, Piot, Brandon Wand, Nicholas Anderson, 0x0177b11f, Oleksii Nosov, indiedevcasts.com, John Hainline, Subtale, Jesse Rupe, knutwalker, Orange_Murker, Daniel Grice, TenRayTracedCats, Augustin Gjini, nezuo, Ida "Iyes", Corvus Prudens, natepiano, well, now I have to make a game with bevy, Afonso Lage, Slowchop Studios, Astrago DE, Iryna Chernyshchuk, Théo Degioanni, Justin Turpin, Andrzej Kilijański, Alar Okas, Tomas Zemanovic, Carter Anderson, Dani Ballance, Julian Laubstein, Reshen Amin, Jaume Singla Valls, Viktor Kuroljov, Katerina Marchan, Jiří Švejda, Lars Schneidenbach, Lawrence Holcomb, Doce Fernandes, Aaron Friedrich, John Munson, Charles Knudson, Caleb Yates, Krzysztof Piskorski, Jonathan Plasse, Jiwon Min