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