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