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