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