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
HAL 9000
Arend van Beelen
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natepiano
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$25 / month
Paul Lackner
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doot
RJ
nil (TheRawMeatball)
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avi
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doomy
SilvanCodes
now I have to make a game with bevy
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Hexorg
Pressing Thumbs Games
Charlotte
occuros
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Skolwind
puzzled_squid
samflores
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Lars Diederich
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Past Donors
Julian Ramirez Ruiseco, Julian Ramirez Ruiseco, Nayiem Willems, Kevin Rose, Cameron Flannery, Justin Hentz, Daniel Gallups, Brandon Reinhart, Daniel Cazares, Roland Mueller, Joost Oudejans, Malek Hodroj, Cayle Bray, Tarek Abdel Sater, Saveliy Yusufov, Jillis Noordhoek, Cult, Inc., Insfollowpro, abledbody, Sunjay Varma, Brent Houghton, Joda Interactive, Felix Rath, Ryan Butler, Yash Kumar, Jacudibu, Daniel Grice, Turki Al-Marri, Connor "Aceeri" McCluskey, Vollkornaffe, Viet NT, Gediminas Gylys, Rusticorn, Robin Benzinger, Hugo Peters, Ignacy Chełstowski, Timothy Bertotti, Luukas Kortesniemi, Manuel Mauro, Amelia Mowers, rudderbucky, Brian Heineman, Guido Offermans, Zach Geis, Xu Liu, Joel Courtney, Daniel Yokoyama, Micah Hinckley, Zgred Fred, Aaron Blankenship, Marius Cobzarenco, Andrea Bueide, Peter Lustig, Jan Hohenheim, Callim Éthée, Pedro Reis, Arto Bendiken, Joshua Findon, rpg EML, Markus Ort, Matthew Eppelsheimer, Kevin Chen, Joseph Lyons, Br3nnabee, Владимир Степаненко, Kris Warner, Fabio Loreggian, Dan Exidethos, Loki Sharp, Mysvac, well, now I have to make a game with bevy, Robin Benzinger, Afonso Lage, CooCooCaCha, John Hainline, Jesse Rupe, knutwalker, TenRayTracedCats, Oleksii Nosov, Torstein Grindvik, Jan Klinge, Dylan P., Allan Davis, Ida "Iyes", Idris Zaidi, John Hainline, Orange_Murker, Gunstein Vatnar, Augustin Gjini, nezuo, Brett Witty, bugcaptor, Adam, Dan White, indiedevcasts.com, Piot, Daniel Grice, Corvus Prudens, Subtale, natepiano, Brandon Wand, 0x0177b11f, Slowchop Studios, rustunit.com, David M. Lary, Ask Game Studio, Victor Bjelkholm, Nicholas Anderson, Iryna Chernyshchuk, Astrago DE, jimmy james, Reshen Amin, Lars Schneidenbach, Justin Turpin, Théo Degioanni, Jonathan Plasse, Charles Knudson, Doce Fernandes, Lawrence Holcomb, Carter Anderson, Dani Ballance, Seraiah Kutai, Andrzej Kilijański, Jaume Singla Valls, Julian Laubstein, John Munson, Jiří Švejda, Krzysztof Piskorski, Viktor Kuroljov, Aaron Friedrich, Caleb Yates, Katerina Marchan, Alar Okas, Tomas Zemanovic, Jiwon Min