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