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