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
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$25 / month
occuros
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Pressing Thumbs Games
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Skolwind
now I have to make a game with bevy
avi
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doot
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Past Donors
Julian Ramirez Ruiseco, Nayiem Willems, Kevin Rose, Cameron Flannery, Justin Hentz, Aurelia Rella, Daniel Gallups, Brandon Reinhart, Daniel Cazares, Roland Mueller, Joost Oudejans, Tarek Abdel Sater, Cayle Bray, Cisco Martinez, Saveliy Yusufov, Jillis Noordhoek, Malek Hodroj, Cult, Inc., abledbody, Insfollowpro, Joda Interactive, Yash Kumar, Sunjay Varma, Ryan Butler, Felix Rath, Laurence Cullen, Brent Houghton, Vollkornaffe, Turki Al-Marri, Jacudibu, Connor "Aceeri" McCluskey, Gediminas Gylys, Daniel Grice, Rusticorn, Viet NT, Robin Benzinger, Hugo Peters, Timothy Bertotti, Luukas Kortesniemi, rudderbucky, Xu Liu, Mysvac, Fabio Loreggian, Aaron Blankenship, Joseph Lyons, Kris Warner, Zgred Fred, Kevin Chen, Matthew Eppelsheimer, Amelia Mowers, Joshua Findon, Manuel Mauro, Brian Heineman, Marius Cobzarenco, Kaj-Sören Grunow, Andrea Bueide, Joshua Manon, Br3nnabee, Владимир Степаненко, Pedro Reis, Joel Courtney, Callim Éthée, Peter Lustig, Loki Sharp, Jan Hohenheim, Guido Offermans, Zach Geis, Arto Bendiken, Dan Exidethos, Micah Hinckley, rpg EML, Daniel Yokoyama, Markus Ort, Dan White, Ida "Iyes", Adam, Jesse Rupe, CooCooCaCha, Ask Game Studio, Augustin Gjini, Nicholas Anderson, Afonso Lage, John Hainline, nezuo, Orange_Murker, rustunit.com, bugcaptor, indiedevcasts.com, Brett Witty, Slowchop Studios, Idris Zaidi, Dylan P., Jan Klinge, Oleksii Nosov, well, now I have to make a game with bevy, Allan Davis, knutwalker, Robin Benzinger, Brandon Wand, Torstein Grindvik, Daniel Grice, Corvus Prudens, John Hainline, TenRayTracedCats, natepiano, Subtale, 0x0177b11f, David M. Lary, Gunstein Vatnar, Piot, Astrago DE, Iryna Chernyshchuk, Carter Anderson, jimmy james, Doce Fernandes, Jonathan Plasse, Viktor Kuroljov, Andrzej Kilijański, Jiří Švejda, Krzysztof Piskorski, John Munson, Aaron Friedrich, Reshen Amin, Stefano Schütte, Charles Knudson, Julian Laubstein, Seraiah Kutai, Jaume Singla Valls, Dani Ballance, Lawrence Holcomb, Lars Schneidenbach, Katerina Marchan, Alix BOTT, Justin Turpin, Théo Degioanni, Alar Okas, Tomas Zemanovic, Jiwon Min