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
V-Sekai
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natepiano
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Henry Moore
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$25 / month
puzzled_squid
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occuros
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nil (TheRawMeatball)
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Victor Bjelkholm
Paul Lackner
samflores
RJ
Troels Hoffmeyer
avi
Charlotte
doot
Jack Wolfard
Pressing Thumbs Games
Aevyrie Roessler
Skolwind
Joshua Manon
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IceSentry
Lars Diederich
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NNVTN
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RyeToastyO
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Past Donors
Julian Ramirez Ruiseco, Julian Ramirez Ruiseco, Nayiem Willems, Stuart Parmenter, Kevin Rose, Cameron Flannery, Justin Hentz, Brandon Reinhart, Aurelia Rella, Daniel Gallups, Daniel Cazares, Roland Mueller, Joost Oudejans, Tarek Abdel Sater, Cayle Bray, Saveliy Yusufov, Malek Hodroj, Jillis Noordhoek, Cisco Martinez, abledbody, Insfollowpro, Cult, Inc., Felix Rath, Joda Interactive, Brent Houghton, Yash Kumar, Laurence Cullen, Ignacy Chełstowski, Ryan Butler, Sunjay Varma, Viet NT, Arend van Beelen, Vollkornaffe, Connor "Aceeri" McCluskey, Rusticorn, Daniel Grice, Turki Al-Marri, Jacudibu, Gediminas Gylys, Robin Benzinger, Hugo Peters, Timothy Bertotti, Luukas Kortesniemi, Brian Heineman, Dan Exidethos, Jason Marsh, Xu Liu, Zach Geis, Zgred Fred, Daniel Yokoyama, Aaron Blankenship, Amelia Mowers, Evan Davies, Loki Sharp, Markus Ort, Arto Bendiken, Joshua Findon, Kris Warner, rpg EML, Callim Éthée, Jaap Elst, Joseph Lyons, Manuel Mauro, rudderbucky, Marius Cobzarenco, Danny McGee, Guido Offermans, Kaj-Sören Grunow, Ben Whitley, Kevin Chen, Andrea Bueide, Peter Lustig, Pedro Reis, Br3nnabee, Daniel Pietrzeniuk, Mysvac, Matthew Eppelsheimer, Jan Hohenheim, Mark Davis, Marcel Nicolay, Joel Courtney, Fabio Loreggian, Micah Hinckley, Oleksii Nosov, Dylan P., Nicholas Anderson, John Hainline, Afonso Lage, Jan Klinge, Robin Benzinger, Torstein Grindvik, 0x0177b11f, Adam, Jakob Getzel, Allan Davis, Augustin Gjini, Ida "Iyes", natepiano, Dan White, CooCooCaCha, now I have to make a game with bevy, Daniel Grice, nezuo, Brandon Wand, doomy, John Hainline, bugcaptor, Jesse Rupe, well, now I have to make a game with bevy, Brett Witty, David M. Lary, Piot, rustunit.com, Subtale, indiedevcasts.com, Idris Zaidi, Orange_Murker, Slowchop Studios, Corvus Prudens, Gunstein Vatnar, knutwalker, TenRayTracedCats, Ask Game Studio, Astrago DE, Iryna Chernyshchuk, Lawrence Holcomb, Seraiah Kutai, Stefano Schütte, Tomas Zemanovic, Charles Knudson, Jonathan Plasse, Julian Laubstein, Jiří Švejda, Krzysztof Piskorski, Reshen Amin, Carter Anderson, John Munson, Doce Fernandes, Justin Turpin, Jaume Singla Valls, Alix BOTT, Dani Ballance, Katerina Marchan, Caleb Yates, jimmy james, Andrzej Kilijański, Alar Okas, Aaron Friedrich, Viktor Kuroljov, Théo Degioanni, Lars Schneidenbach, Jiwon Min