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