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