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