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