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