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