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