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