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