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