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