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