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