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