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