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