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