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