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