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