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