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
Arend van Beelen
V-Sekai
Dominykas Djacenko
HAL 9000
Jessica Collins
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Daniel Porteous
natepiano
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Stefan Wolf
Eric Stokes
Henry Moore
Julian Kanzler
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$25 / month
nil (TheRawMeatball)
Hexorg
samflores
Jack Wolfard
Skolwind
occuros
Jordan Davidson
Troels Hoffmeyer
Pressing Thumbs Games
avi
VJ Pyree
Victor Bjelkholm
now I have to make a game with bevy
RJ
doomy
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doot
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puzzled_squid
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NNVTN
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Past Donors
Julian Ramirez Ruiseco, Nayiem Willems, Kevin Rose, Cameron Flannery, Justin Hentz, Daniel Cazares, Daniel Gallups, Brandon Reinhart, Aurelia Rella, Roland Mueller, Joost Oudejans, Cayle Bray, Cisco Martinez, Saveliy Yusufov, Malek Hodroj, Jillis Noordhoek, Tarek Abdel Sater, abledbody, Insfollowpro, Cult, Inc., Felix Rath, Brent Houghton, Laurence Cullen, Yash Kumar, Joda Interactive, Ryan Butler, Sunjay Varma, Jacudibu, Turki Al-Marri, Viet NT, Connor "Aceeri" McCluskey, Rusticorn, Daniel Grice, Vollkornaffe, Gediminas Gylys, Hugo Peters, Robin Benzinger, Timothy Bertotti, Luukas Kortesniemi, Mysvac, Manuel Mauro, Joseph Lyons, Markus Ort, Dan Exidethos, Kaj-Sören Grunow, Aaron Blankenship, Marius Cobzarenco, Kevin Chen, Joel Courtney, Guido Offermans, Владимир Степаненко, Arto Bendiken, Xu Liu, Fabio Loreggian, Zach Geis, Andrea Bueide, rpg EML, rudderbucky, Zgred Fred, Joshua Findon, Br3nnabee, Brian Heineman, Pedro Reis, Kris Warner, Micah Hinckley, Daniel Yokoyama, Loki Sharp, Amelia Mowers, Jan Hohenheim, Matthew Eppelsheimer, Callim Éthée, Peter Lustig, nezuo, 0x0177b11f, Robin Benzinger, Daniel Grice, Ida "Iyes", Allan Davis, Jan Klinge, well, now I have to make a game with bevy, Jesse Rupe, Piot, Dan White, Oleksii Nosov, TenRayTracedCats, John Hainline, natepiano, Nicholas Anderson, Slowchop Studios, Dylan P., Brandon Wand, Subtale, Ask Game Studio, bugcaptor, indiedevcasts.com, Corvus Prudens, Adam, Orange_Murker, knutwalker, Augustin Gjini, Afonso Lage, rustunit.com, David M. Lary, Idris Zaidi, CooCooCaCha, Gunstein Vatnar, John Hainline, Torstein Grindvik, Brett Witty, Iryna Chernyshchuk, Astrago DE, Justin Turpin, Reshen Amin, Viktor Kuroljov, Jiří Švejda, Alar Okas, Dani Ballance, Seraiah Kutai, Théo Degioanni, jimmy james, Katerina Marchan, Tomas Zemanovic, Aaron Friedrich, Doce Fernandes, Stefano Schütte, John Munson, Jaume Singla Valls, Krzysztof Piskorski, Charles Knudson, Andrzej Kilijański, Julian Laubstein, Jonathan Plasse, Lars Schneidenbach, Lawrence Holcomb, Carter Anderson, Alix BOTT, Jiwon Min