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