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