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