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