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