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. The fastest ECS according to some benchmarks
- 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
Dominykas Djacenko
Arend van Beelen
Turki Al-Marri
HAL 9000
Jessica Collins
V-Sekai
Eric Stokes
Ryan Butler
Jonny Power
Stefan Wolf
Daniel Porteous
Gold
$25 / month
Victor Bjelkholm
samflores
nil (TheRawMeatball)
VJ Pyree
Afonso Lage
now I have to make a game with bevy
Ida "Iyes"
puzzled_squid
RJ
Jakob Getzel
Jack Wolfard
Gunstein Vatnar
Charlotte
Sindri Andrason
Paul Lackner
Torstein Grindvik
Hexorg
Skolwind
Dan White
Troels Hoffmeyer
avi
doomy
0x0177b11f
natepiano
Slowchop Studios
CooCooCaCha
doot
Chris "cdata" Joel
occuros
Pressing Thumbs Games
Augustin Gjini
Aevyrie Roessler
SilvanCodes
Corvus Prudens
Aldis Ruiz
Tyler Royer
Pierce Thompson
Alan Jesser
IceSentry
Antoine Duchenet
Aaron Blankenship
Idris Zaidi
Danny McGee
RyeToastyO
Micah Hinckley
Marius Cobzarenco
Frédéric Jolliton
Ben Whitley
Jordan Halase
Lars Diederich
Pedro Reis
Shira Smith
Mark Davis
Luukas Kortesniemi
Владимир Степаненко
John Hainline
Konrad Konieczny
rpg EML
Kelvie Wong
Arto Bendiken
Edward Swartz
Past Donors
Julian Ramirez Ruiseco, Justin Hentz, Brandon Reinhart, Malek Hodroj, Cayle Bray, Jillis Noordhoek, Insfollowpro, Cult, Inc., Joost Oudejans, Yash Kumar, Felix Rath, Vollkornaffe, Daniel Grice, Rusticorn, Gediminas Gylys, Connor "Aceeri" McCluskey, Viet NT, Jacudibu, Hugo Peters, Timothy Bertotti, Daniel Yokoyama, rudderbucky, Amelia Mowers, Brian Heineman, Kris Warner, Subtale, John Hainline, Ask Game Studio, Adam, Brandon Wand, well, now I have to make a game with bevy, David M. Lary, indiedevcasts.com, Idris Zaidi, rustunit.com, Allan Davis, Brett Witty, bugcaptor, Jesse Rupe, Robin Benzinger, John Hainline, Orange_Murker, Dylan P., TenRayTracedCats, nezuo, Nicholas Anderson, Oleksii Nosov, Jan Klinge, knutwalker, Daniel Grice, Piot, Iryna Chernyshchuk, Jiří Švejda, Viktor Kuroljov, Charles Knudson, Jonathan Plasse, Julian Laubstein, Carter Anderson, Justin Turpin, Théo Degioanni