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