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