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
Dominykas Djacenko
HAL 9000
V-Sekai
Jessica Collins
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natepiano
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$25 / month
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samflores
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Skolwind
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puzzled_squid
SilvanCodes
Chris "cdata" Joel
VJ Pyree
RJ
Paul Lackner
occuros
Jack Wolfard
doot
Troels Hoffmeyer
Pressing Thumbs Games
avi
Hexorg
Maciej Buszko
Erik Ring-Walters
Aldis Ruiz
Markus Siegert
Jonni Liljamo
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Idler Cloud
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Abel Toy
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Conner Mitchell
RyeToastyO
Andrea Vitrano
NNVTN
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IceSentry
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Devlyn Nelson
Past Donors
Julian Ramirez Ruiseco, Nayiem Willems, Stuart Parmenter, Kevin Rose, Cameron Flannery, Justin Hentz, Brandon Reinhart, Daniel Cazares, Daniel Gallups, Aurelia Rella, Roland Mueller, Joost Oudejans, Cayle Bray, Jillis Noordhoek, Malek Hodroj, Cisco Martinez, Tarek Abdel Sater, Saveliy Yusufov, abledbody, Cult, Inc., Insfollowpro, Ignacy Chełstowski, Joda Interactive, Sunjay Varma, Ryan Butler, Yash Kumar, Laurence Cullen, Felix Rath, Brent Houghton, Viet NT, Connor "Aceeri" McCluskey, Rusticorn, Daniel Grice, Vollkornaffe, Arend van Beelen, Gediminas Gylys, Jacudibu, Turki Al-Marri, Hugo Peters, Robin Benzinger, Luukas Kortesniemi, Timothy Bertotti, Manuel Mauro, Evan Davies, Brian Heineman, Arto Bendiken, Dan Exidethos, Jaap Elst, Aaron Blankenship, Fabio Loreggian, Markus Ort, Jan Hohenheim, Joel Courtney, Daniel Pietrzeniuk, Peter Lustig, Br3nnabee, Guido Offermans, Micah Hinckley, Joseph Lyons, Kris Warner, Pedro Reis, Amelia Mowers, Zgred Fred, Loki Sharp, Andrea Bueide, Gustavo Lee, rudderbucky, Xu Liu, Kaj-Sören Grunow, Callim Éthée, Daniel Yokoyama, Marius Cobzarenco, Joshua Findon, Matthew Eppelsheimer, Kevin Chen, Mark Davis, Jason Marsh, rpg EML, Marcel Nicolay, Mysvac, Zach Geis, 0x0177b11f, Corvus Prudens, Idris Zaidi, Afonso Lage, Gunstein Vatnar, Piot, bugcaptor, Ask Game Studio, TenRayTracedCats, Jesse Rupe, John Hainline, Jan Klinge, David M. Lary, Augustin Gjini, now I have to make a game with bevy, indiedevcasts.com, Daniel Grice, Nicholas Anderson, doomy, John Hainline, well, now I have to make a game with bevy, CooCooCaCha, Brandon Wand, Adam, Orange_Murker, Dan White, Torstein Grindvik, Dylan P., Robin Benzinger, Subtale, Oleksii Nosov, Ida "Iyes", Brett Witty, Allan Davis, natepiano, nezuo, Slowchop Studios, knutwalker, rustunit.com, Iryna Chernyshchuk, Astrago DE, Lars Schneidenbach, Charles Knudson, Viktor Kuroljov, John Munson, Alix BOTT, Jiří Švejda, Aaron Friedrich, Lawrence Holcomb, Tomas Zemanovic, Seraiah Kutai, Bernd Weber, Justin Turpin, Dani Ballance, Caleb Yates, Julian Laubstein, Andrzej Kilijański, Krzysztof Piskorski, Reshen Amin, Jonathan Plasse, jimmy james, Stefano Schütte, Carter Anderson, Théo Degioanni, Jaume Singla Valls, Katerina Marchan, Doce Fernandes, Alar Okas, Jiwon Min