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