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