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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.
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Match strength key:80+65+50+<50N2 Bevy Editor
SteamAbout N2 Bevy Editor
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
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.
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.
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