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