Make 2D and 3D games with Bevy using visual tools for scenes and gameplay. Add Rust code when you need it, try your project in the editor, and export a standalone Windows game. N2 Bevy Editor is in Alpha, with bugs and unfinished workflows.
Release Date:
November 2026
Developer:
Publisher:

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Early Access Software

Get involved with this software as it develops.

Note: This Early Access software is not complete and may or may not change further. If you are not excited to use this software in its current state, then you should wait to see if it progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“N2 Bevy Editor is usable today, but substantial parts of its feature set and workflows are still in active development. Visual scripting, profiling, and navigation for example have working foundations, but are still in very early development.
While in the early stages of development, I want to gather developer feedback and get a better idea of which features to prioritize.”

Approximately how long will this software be in Early Access?

“General idea is to push the editor version by 0.0.1 with weekly updates, making it hit version 1.0.0 in about 2 years. The plan for going out of Early Access is in about 1 year, or when the Editor version hits 0.5.0.”

How is the full version planned to differ from the Early Access version?

“The early access version has a nice foundation, but is lacking some of the critical features that will make the N2 Bevy Editor robust and more competitive with other game engines of similar size. Early focus was on a solid foundation and breath of features, but they are limited and most of them unfinished as of now. Some features, like support for other operating systems, dedicated ECS profilers, custom crates and plugins related to terrain generation are missing, but are planned for the full release.”

What is the current state of the Early Access version?

“Current version supports a lot of the final versions, but most of them have limited support. User does have end-to-end workflow and can go from an empty project to a distribution build, but can only export to Windows. Some larger supported features are: visual scripting, particles, UI, animation, materials, Editor tools,.. The editor itself uses Bevy backend, same engine that user creates the games in, making the editor also in some aspects editable and customizable by the users. Current support for that is limited.”

Will this software be priced differently during and after Early Access?

“The plan is to have constant price and occasional discounts.”

How are you planning on involving the Community in your development process?

“You can report bugs and send suggestions from the editor, email support, or post in Steam discussions. Some things that I am also thinking about is having a youtube feed integration in the editor help panel, where I can easily record frequent updates and let users know about the editor status, what are my plans and so on.
A lot of implemented and planned features are experimental and unconventional, so user feedback is really important to inform me about the direction I should take any given feature.”
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Planned Release Date: November 2026

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About This Software

N2 Bevy Editor is an editor for making 2D and 3D games with Bevy. You can build scenes, put together gameplay with visual tools, try things out, and export a Windows game. You can also add Rust code and compatible Bevy plugins when the visual tools do not cover what you need.

It is still in Alpha. The main tools are there, but there are bugs, rough edges, and unfinished workflows. It is best approached as a tool for learning, trying ideas, and building small projects while development continues. If you already use Bevy, it gives you another way to work with its entities, components, and systems. If you are just getting started, the included examples give you projects to open and change.

Put a project together


Arrange objects in 2D and 3D scenes, change their components in the Inspector, and reuse them with prefabs and variants. Work with models, materials, animation, particles, audio, and UI in the same project.

Give it some gameplay


Connect operations in visual Systems, Functions, Conditions, and Observers to put your game logic together. Define your own data, find entities and components, and respond to input and messages. You can also choose which systems run and in what order through Applications and Schedules.

Try it out


Press Play to run your project. Inspect entities and their data while it runs, check diagnostics, and make supported changes live. Some edits need a rebuild or restart, so live editing does not cover every change yet.

Export your game


Create Development builds for testing and Shipping builds to share or sell. Standalone Windows exports run without the editor. For visual-only projects using the included prebuilt runtime, you do not need to install Rust or Microsoft C++ build tools separately. Adding native Rust code or using ahead-of-time compilation requires the Microsoft build tools listed below.

Features in the current Alpha


  • 2D and 3D scene editing, entity/component inspection, prefabs, and variants.
  • Visual gameplay programming with Systems, Functions, Conditions, and Observers.
  • Custom data, Applications, Worlds, and Schedules.
  • Models, materials, animation clips, pose graphs, controllers, and retargeting tools.
  • Camera2d, sprites, Mesh2d, texture atlases, and native 2D material authoring.
  • Particle effects, physics/collision, navigation, input actions, and spatial audio.
  • UI editing with layouts, bindings, and events.
  • Play, supported live editing, runtime inspection, and build diagnostics.
  • Standalone Windows Development and Shipping exports.
  • Native Rust extensions and compatible Bevy plugin integration.
  • Starter 3D, First Steps, Content Examples, Arena, and built-in documentation.

Alpha limitations


Expect bugs and changes as development continues. Keep backups or use source control, and try the current build on a small project before relying on it for production work.

  • The editor and supported standalone distribution target Windows 10/11, 64-bit. The interface is English.
  • Older, pre-alpha projects may not open. Keep a copy before updating.
  • Live updates apply to supported changes; some changes require a rebuild or restart.
  • Native Rust and ahead-of-time compilation require Microsoft Visual Studio Build Tools with Desktop development with C++ and a Windows SDK.
  • Exported executables are unsigned unless you configure signing.
  • Networking examples include local simulation and a limited single-peer UDP provider. There is no complete online multiplayer service included.
  • Remote deployment, collaborative editing, and non-Windows exports are not supported in this Alpha.

Frequently asked questions


Can I use N2 Bevy Editor for commercial projects?

Yes. You can sell the games you make. There are no N2 royalties or revenue limits. You still need the right licenses for any third-party assets or code you include.

Who owns my projects and exported games?

Your original project source and content stay yours. Using N2 does not transfer ownership to Polysiens. Bevy, the N2 runtime, and other included components keep their own owners and licenses.

Do my games need N2 branding or credits?

No N2 splash screen, logo, or credit is required. Some third-party libraries and assets do require notices or credits, so keep those where their licenses require them.

Do players need to buy or install the editor?

No. Give players the executable and the other files included in your export. They do not need the editor. Your game's hardware requirements will depend on what you build.

Do I need to install Rust?

Not for visual-only projects using the included prebuilt runtime. Native Rust code and ahead-of-time builds use N2's bundled Rust toolchain, but you will need the Microsoft build tools described above.

How is the editor licensed?

The editor comes with an End User License Agreement. Your purchase lets you make and export commercial projects under the terms above. Included open-source code and third-party assets have their own licenses.

Where can I get help or report an issue?

Start with the built-in Help and examples. For a bug or suggestion, use Help > Report a Problem or Help > Make a Suggestion, or the support contact on Steam. The editor version and steps to reproduce a problem help a lot.

Does the editor automatically upload my projects or collect telemetry?

No. The editor sends feedback only when you choose to send it. You can see the message, optional reply address, and any files or diagnostics you have selected before sending.

AI Generated Content Disclosure

The developers describe how their game uses AI Generated Content like this:

AI tools were used during development of N2 Bevy Editor to help write code, documentation, and store-page text.

System Requirements

    Minimum:
    • Requires a 64-bit processor and operating system
    • OS: Windows 10/11 (64-bit)
    • Processor: 64-bit Intel or AMD processor
    • Memory: 8 GB RAM
    • Graphics: DirectX 12 or Vulkan compatible GPU with current drivers
    • Storage: 20 GB available space
    • Additional Notes: SSD required. Extra space is needed for projects and build caches. Native Rust/AOT builds require Visual Studio Build Tools with Desktop development with C++ and a Windows SDK.
    Recommended:
    • Requires a 64-bit processor and operating system