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