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
Dominykas Djacenko
V-Sekai
HAL 9000
Jessica Collins
Ryan Butler
Eric Stokes
Jonny Power
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Daniel Porteous
natepiano
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Stefan Wolf
Gold
$25 / month
avi
Jack Wolfard
Pressing Thumbs Games
Charlotte
SilvanCodes
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doot
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occuros
nil (TheRawMeatball)
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samflores
Chris "cdata" Joel
doomy
Dan White
Jordan Davidson
now I have to make a game with bevy
Paul Lackner
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RJ
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Sindri Andrason
puzzled_squid
Skolwind
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RyeToastyO
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Past Donors
Julian Ramirez Ruiseco, Kevin Rose, Cameron Flannery, Justin Hentz, Daniel Gallups, Brandon Reinhart, Daniel Cazares, Roland Mueller, Joost Oudejans, Cayle Bray, Malek Hodroj, Tarek Abdel Sater, Jillis Noordhoek, Cult, Inc., Insfollowpro, Joda Interactive, Yash Kumar, Felix Rath, Sunjay Varma, Gediminas Gylys, Turki Al-Marri, Vollkornaffe, Viet NT, Connor "Aceeri" McCluskey, Daniel Grice, Rusticorn, Jacudibu, Robin Benzinger, Hugo Peters, Timothy Bertotti, Luukas Kortesniemi, Pedro Reis, Andrea Bueide, Joshua Findon, Daniel Yokoyama, rudderbucky, Br3nnabee, Arto Bendiken, Kris Warner, Brian Heineman, Amelia Mowers, Peter Lustig, Kevin Chen, Joseph Lyons, Marius Cobzarenco, Callim Éthée, rpg EML, Jan Hohenheim, Fabio Loreggian, Loki Sharp, Manuel Mauro, Matthew Eppelsheimer, Aaron Blankenship, Markus Ort, Joshua Manon, Micah Hinckley, Xu Liu, Adam, Robin Benzinger, John Hainline, rustunit.com, Augustin Gjini, natepiano, bugcaptor, Nicholas Anderson, CooCooCaCha, Subtale, John Hainline, Jesse Rupe, Corvus Prudens, Afonso Lage, Slowchop Studios, Oleksii Nosov, Ida "Iyes", Jan Klinge, Ask Game Studio, Dylan P., Brett Witty, well, now I have to make a game with bevy, indiedevcasts.com, Daniel Grice, knutwalker, Brandon Wand, Torstein Grindvik, TenRayTracedCats, 0x0177b11f, Piot, Orange_Murker, David M. Lary, Idris Zaidi, nezuo, Allan Davis, Iryna Chernyshchuk, Astrago DE, Charles Knudson, Carter Anderson, Doce Fernandes, Andrzej Kilijański, Tomas Zemanovic, Katerina Marchan, Lars Schneidenbach, Caleb Yates, Viktor Kuroljov, Krzysztof Piskorski, Jiří Švejda, Dani Ballance, Julian Laubstein, Justin Turpin, Alar Okas, Jaume Singla Valls, John Munson, Aaron Friedrich, Lawrence Holcomb, Jonathan Plasse, Théo Degioanni, Reshen Amin, Jiwon Min