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. The fastest ECS according to some benchmarks
- 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
Connor "Aceeri" McCluskey
Jessica Collins
V-Sekai
Arend van Beelen
Turki Al-Marri
Dominykas Djacenko
HAL 9000
Ryan Butler
Daniel Porteous
Jonny Power
Gold
$25 / month
Hexorg
nil (TheRawMeatball)
puzzled_squid
Aevyrie Roessler
Sindri Andrason
Slowchop Studios
samflores
CooCooCaCha
0x0177b11f
SilvanCodes
Augustin Gjini
Afonso Lage
VJ Pyree
Jack Wolfard
Skolwind
Victor Bjelkholm
natepiano
avi
occuros
Chris "cdata" Joel
Troels Hoffmeyer
doomy
Pressing Thumbs Games
Nicholas Anderson
RJ
Paul Lackner
now I have to make a game with bevy
doot
Jakob Getzel
Gunstein Vatnar
Torstein Grindvik
Charlotte
Corvus Prudens
Ida "Iyes"
Dan White
Ben Whitley
Shira Smith
Idris Zaidi
Antoine Duchenet
Alan Jesser
Marius Cobzarenco
Mark Davis
Aldis Ruiz
Pedro Reis
Владимир Степаненко
RyeToastyO
Frédéric Jolliton
IceSentry
Past Donors
Julian Ramirez Ruiseco, Justin Hentz, Brandon Reinhart, Cayle Bray, Cult, Inc., Insfollowpro, Joost Oudejans, Stefan Wolf, Felix Rath, Yash Kumar, Gediminas Gylys, Daniel Grice, Rusticorn, Jacudibu, Vollkornaffe, Viet NT, Hugo Peters, Timothy Bertotti, Lars Diederich, John Hainline, Brian Heineman, Daniel Yokoyama, rudderbucky, Kris Warner, Amelia Mowers, Allan Davis, Jesse Rupe, Piot, knutwalker, Oleksii Nosov, well, now I have to make a game with bevy, Jan Klinge, Idris Zaidi, Brandon Wand, Ask Game Studio, indiedevcasts.com, Robin Benzinger, Subtale, Daniel Grice, Brett Witty, John Hainline, David M. Lary, bugcaptor, Adam, nezuo, TenRayTracedCats, Dylan P., rustunit.com, Orange_Murker, John Hainline, Iryna Chernyshchuk, Jiří Švejda, Viktor Kuroljov, Carter Anderson, Micah Hinckley, Jonathan Plasse, Julian Laubstein, Théo Degioanni, Justin Turpin