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