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
Arend van Beelen
HAL 9000
V-Sekai
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natepiano
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Daniel Porteous
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Gold
$25 / month
now I have to make a game with bevy
puzzled_squid
Skolwind
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nil (TheRawMeatball)
Pressing Thumbs Games
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doomy
occuros
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Charlotte
samflores
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doot
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SilvanCodes
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avi
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RJ
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RyeToastyO
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Idler Cloud
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NNVTN
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Past Donors
Julian Ramirez Ruiseco, Julian Ramirez Ruiseco, Nayiem Willems, Kevin Rose, Cameron Flannery, Justin Hentz, Brandon Reinhart, Daniel Gallups, Daniel Cazares, Roland Mueller, Joost Oudejans, Cayle Bray, Jillis Noordhoek, Saveliy Yusufov, Malek Hodroj, Tarek Abdel Sater, Cult, Inc., Insfollowpro, abledbody, Yash Kumar, Felix Rath, Brent Houghton, Joda Interactive, Sunjay Varma, Ryan Butler, Viet NT, Turki Al-Marri, Connor "Aceeri" McCluskey, Vollkornaffe, Gediminas Gylys, Rusticorn, Jacudibu, Daniel Grice, Robin Benzinger, Hugo Peters, Ignacy Chełstowski, Timothy Bertotti, Luukas Kortesniemi, Zach Geis, Joseph Lyons, Pedro Reis, Xu Liu, Matthew Eppelsheimer, Br3nnabee, Loki Sharp, rudderbucky, Jan Hohenheim, Guido Offermans, Mysvac, Aaron Blankenship, Kevin Chen, Daniel Yokoyama, Kris Warner, Markus Ort, Andrea Bueide, Joel Courtney, Manuel Mauro, Fabio Loreggian, Micah Hinckley, Peter Lustig, Zgred Fred, Arto Bendiken, Brian Heineman, Dan Exidethos, Amelia Mowers, Joshua Findon, Marius Cobzarenco, rpg EML, Владимир Степаненко, Callim Éthée, nezuo, indiedevcasts.com, Torstein Grindvik, Ida "Iyes", Oleksii Nosov, CooCooCaCha, John Hainline, Piot, Allan Davis, rustunit.com, Nicholas Anderson, Adam, well, now I have to make a game with bevy, John Hainline, Slowchop Studios, Jesse Rupe, Jan Klinge, Robin Benzinger, Dan White, Brandon Wand, Idris Zaidi, Daniel Grice, Brett Witty, natepiano, Ask Game Studio, Augustin Gjini, TenRayTracedCats, knutwalker, bugcaptor, Orange_Murker, 0x0177b11f, Subtale, Afonso Lage, Corvus Prudens, David M. Lary, Gunstein Vatnar, Victor Bjelkholm, Dylan P., Iryna Chernyshchuk, Astrago DE, jimmy james, Jiří Švejda, Aaron Friedrich, Katerina Marchan, Doce Fernandes, Alar Okas, Lawrence Holcomb, Jonathan Plasse, Justin Turpin, Caleb Yates, Dani Ballance, Tomas Zemanovic, Seraiah Kutai, John Munson, Lars Schneidenbach, Théo Degioanni, Julian Laubstein, Charles Knudson, Reshen Amin, Carter Anderson, Andrzej Kilijański, Jaume Singla Valls, Krzysztof Piskorski, Viktor Kuroljov, Jiwon Min