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