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