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