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
Dominykas Djacenko
Jessica Collins
Arend van Beelen
V-Sekai
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Jonny Power
Ryan Butler
natepiano
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Laurence Cullen
Daniel Porteous
Brent Houghton
Eric Stokes
Alexander Balfanz
Gold
$25 / month
doot
Paul Lackner
Pressing Thumbs Games
Hexorg
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VJ Pyree
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occuros
avi
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Troels Hoffmeyer
Dan White
puzzled_squid
now I have to make a game with bevy
SilvanCodes
Torstein Grindvik
Jack Wolfard
Sindri Andrason
Charlotte
Skolwind
samflores
RJ
doomy
nil (TheRawMeatball)
Chris "cdata" Joel
IceSentry
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NNVTN
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RyeToastyO
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Devlyn Nelson
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Zgred Fred
Joel Courtney
Lars Diederich
Rusty XYZ
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Abel Toy
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Jason Marsh
Past Donors
Julian Ramirez Ruiseco, Kevin Rose, Cameron Flannery, Justin Hentz, Daniel Cazares, Daniel Gallups, Brandon Reinhart, Roland Mueller, Joost Oudejans, Malek Hodroj, Jillis Noordhoek, Tarek Abdel Sater, Cayle Bray, Insfollowpro, Cult, Inc., Ignacy Chełstowski, Yash Kumar, Felix Rath, Joda Interactive, Sunjay Varma, Vollkornaffe, Daniel Grice, Jacudibu, Gediminas Gylys, Connor "Aceeri" McCluskey, Turki Al-Marri, Viet NT, Rusticorn, Robin Benzinger, Hugo Peters, Luukas Kortesniemi, Timothy Bertotti, Fabio Loreggian, Manuel Mauro, Brian Heineman, Amelia Mowers, rpg EML, Br3nnabee, Kevin Chen, Markus Ort, Joshua Findon, Peter Lustig, Daniel Yokoyama, Xu Liu, Jan Hohenheim, Joshua Manon, Joseph Lyons, Micah Hinckley, Matthew Eppelsheimer, Aaron Blankenship, Arto Bendiken, Kris Warner, Callim Éthée, Andrea Bueide, Marius Cobzarenco, Loki Sharp, Pedro Reis, rudderbucky, Brandon Wand, Allan Davis, Augustin Gjini, Subtale, John Hainline, nezuo, Dylan P., Corvus Prudens, Orange_Murker, Nicholas Anderson, Slowchop Studios, TenRayTracedCats, Oleksii Nosov, Afonso Lage, Daniel Grice, John Hainline, Ida "Iyes", knutwalker, Brett Witty, Jesse Rupe, Robin Benzinger, 0x0177b11f, Adam, bugcaptor, natepiano, Jan Klinge, Ask Game Studio, indiedevcasts.com, rustunit.com, well, now I have to make a game with bevy, Idris Zaidi, CooCooCaCha, David M. Lary, Piot, Iryna Chernyshchuk, Astrago DE, Lars Schneidenbach, Aaron Friedrich, Alar Okas, Carter Anderson, Dani Ballance, Lawrence Holcomb, Reshen Amin, Théo Degioanni, Caleb Yates, Jiří Švejda, Jonathan Plasse, Krzysztof Piskorski, Charles Knudson, Tomas Zemanovic, Jaume Singla Valls, Julian Laubstein, Justin Turpin, Viktor Kuroljov, Doce Fernandes, Andrzej Kilijański, Katerina Marchan, John Munson, Jiwon Min