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