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