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