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