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