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