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
Turki Al-Marri
V-Sekai
Jessica Collins
Dominykas Djacenko
Arend van Beelen
HAL 9000
Alexander Balfanz
Pierce Thompson
Jonny Power
Stefan Wolf
Ryan Butler
Sunjay Varma
Daniel Porteous
Laurence Cullen
Eric Stokes
Gold
$25 / month
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samflores
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Slowchop Studios
Pressing Thumbs Games
CooCooCaCha
avi
Jack Wolfard
SilvanCodes
Ida "Iyes"
Dan White
Hexorg
doomy
Torstein Grindvik
doot
Gunstein Vatnar
0x0177b11f
RJ
puzzled_squid
Skolwind
Corvus Prudens
Charlotte
Chris "cdata" Joel
Sindri Andrason
nil (TheRawMeatball)
VJ Pyree
occuros
natepiano
Augustin Gjini
Aevyrie Roessler
Jakob Getzel
Victor Bjelkholm
now I have to make a game with bevy
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Alan Jesser
Abel Toy
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Ben Whitley
Rusty XYZ
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John Hainline
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Mark Davis
IceSentry
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Konrad Konieczny
Idler Cloud
Jordan Halase
Владимир Степаненко
Frédéric Jolliton
Kelvie Wong
Devlyn Nelson
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Philipp Dobler
RyeToastyO
Pedro Reis
Tyler Royer
Aldis Ruiz
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Antoine Duchenet
Conner Mitchell
Joshua Findon
Marius Cobzarenco
Past Donors
Julian Ramirez Ruiseco, Cameron Flannery, Justin Hentz, Brandon Reinhart, Daniel Gallups, Aurelia Rella, Malek Hodroj, Cayle Bray, Jillis Noordhoek, Insfollowpro, Cult, Inc., Joost Oudejans, Felix Rath, Yash Kumar, Connor "Aceeri" McCluskey, Vollkornaffe, Daniel Grice, Gediminas Gylys, Viet NT, Rusticorn, Jacudibu, Hugo Peters, Robin Benzinger, Timothy Bertotti, Luukas Kortesniemi, Brian Heineman, Aaron Blankenship, rpg EML, rudderbucky, Micah Hinckley, Markus Ort, Kris Warner, Daniel Yokoyama, Dylan P., well, now I have to make a game with bevy, nezuo, Idris Zaidi, Robin Benzinger, Brett Witty, Piot, Subtale, John Hainline, TenRayTracedCats, Adam, David M. Lary, Nicholas Anderson, Jan Klinge, Jesse Rupe, Allan Davis, indiedevcasts.com, Orange_Murker, Brandon Wand, Daniel Grice, bugcaptor, rustunit.com, knutwalker, Oleksii Nosov, John Hainline, Ask Game Studio, Iryna Chernyshchuk, Reshen Amin, Lawrence Holcomb, Jonathan Plasse, Charles Knudson, Jiří Švejda, Justin Turpin, Alar Okas, Krzysztof Piskorski, Carter Anderson, Théo Degioanni, Viktor Kuroljov, Julian Laubstein