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