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
HAL 9000
Jessica Collins
Turki Al-Marri
Alexander Balfanz
Eric Stokes
Stefan Wolf
Daniel Porteous
Julian Kanzler
Jonny Power
Laurence Cullen
Pierce Thompson
Brent Houghton
Ryan Butler
Gold
$25 / month
Jack Wolfard
puzzled_squid
nil (TheRawMeatball)
occuros
Sindri Andrason
Pressing Thumbs Games
Charlotte
avi
VJ Pyree
SilvanCodes
0x0177b11f
Paul Lackner
Dan White
Slowchop Studios
Hexorg
now I have to make a game with bevy
Troels Hoffmeyer
Ida "Iyes"
samflores
Chris "cdata" Joel
RJ
Torstein Grindvik
Corvus Prudens
Jakob Getzel
Gunstein Vatnar
Victor Bjelkholm
Afonso Lage
doomy
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Skolwind
natepiano
doot
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Philip Ellison
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Abel Toy
Idler Cloud
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Rusty XYZ
Mysvac
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Shira Smith
IceSentry
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Aldis Ruiz
Alan Jesser
RyeToastyO
Kaj-Sören Grunow
Danny McGee
Zgred Fred
Maciej Buszko
Markus Siegert
Edward Swartz
Devlyn Nelson
Ben Whitley
Frédéric Jolliton
Erik Ring-Walters
Kevin Chen
Mark Emmons
Guido Offermans
Matthew Eppelsheimer
Conner Mitchell
Jonni Liljamo
Joel Courtney
Callim Éthée
Arto Bendiken
Mark Davis
Caitlin Campbell
Philipp Dobler
Tyler Royer
Cristi Cobzarenco
Jordan Halase
Lars Diederich
John Hainline
Past Donors
Julian Ramirez Ruiseco, Cameron Flannery, Justin Hentz, Aurelia Rella, Brandon Reinhart, Daniel Gallups, Cayle Bray, Malek Hodroj, Jillis Noordhoek, Cult, Inc., Insfollowpro, Joost Oudejans, Sunjay Varma, Yash Kumar, Felix Rath, Connor "Aceeri" McCluskey, Jacudibu, Rusticorn, Vollkornaffe, Daniel Grice, Viet NT, Gediminas Gylys, Robin Benzinger, Hugo Peters, Timothy Bertotti, Luukas Kortesniemi, Andrea Bueide, Micah Hinckley, Peter Lustig, Brian Heineman, Daniel Yokoyama, Aaron Blankenship, Pedro Reis, rpg EML, Amelia Mowers, Xu Liu, Joshua Findon, Marius Cobzarenco, Fabio Loreggian, Kris Warner, Markus Ort, Владимир Степаненко, rudderbucky, Jesse Rupe, Piot, Subtale, rustunit.com, David M. Lary, Augustin Gjini, indiedevcasts.com, Allan Davis, knutwalker, nezuo, TenRayTracedCats, Idris Zaidi, well, now I have to make a game with bevy, Ask Game Studio, Adam, CooCooCaCha, Daniel Grice, Orange_Murker, Dylan P., John Hainline, bugcaptor, Brandon Wand, John Hainline, Oleksii Nosov, Robin Benzinger, Brett Witty, Nicholas Anderson, Jan Klinge, Iryna Chernyshchuk, Théo Degioanni, Reshen Amin, Krzysztof Piskorski, Alar Okas, Julian Laubstein, Jiří Švejda, Charles Knudson, Justin Turpin, Jonathan Plasse, Viktor Kuroljov, Lawrence Holcomb, Carter Anderson, Caleb Yates