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