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