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