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