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