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