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