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