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