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