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