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