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