
lightyear
A networking library to make multiplayer games for the Bevy game engine
The Lens
By Erik Loyd, SaaS CEO and former COO/CFO of an AWS Premier Partner.
Updated Aug 2026
Multiplayer netcode is the part of game development that quietly kills projects. Lightyear handles it for the Bevy engine: server-authoritative networking for Rust games with client prediction, interpolation, and input handling built in, free and open source.
It's a library, not a service, so there's no infrastructure beyond the game server you were already going to run. Transport is pluggable: UDP, WebSocket, WebTransport (which makes browser builds work), and Steam sockets. Inputs are buffered per tick and protected against packet loss, and there are first-class integrations with leafwing-input-manager and the Avian physics engine.
Bevy developers building anything competitive or physics-heavy should start here instead of rolling their own. The main alternative in the same ecosystem is bevy_replicon, which is simpler but leaves prediction and interpolation to you.
The catch: it moves with Bevy. Every engine release means a migration, the docs are a work-in-progress book, and outside Bevy it's useless to you by design.
Free vs Self-Hosted vs Paid
fully freeFree tier: Everything. The full crate, all transports, all replication features.
Self-hosted: Not applicable as a service. Your game server is your infrastructure, and Lightyear runs inside it.
Paid: Nothing. Compare against rolling your own netcode, which costs months, or engine-locked solutions like Unity's per-CCU hosted networking.
Completely free and open source.
What to do by team size
- Solo
- free
- Small team
- free
- Medium team
- free
- Large team
- free
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Trust Signals
License: Apache License 2.0
Use freely. Patent grant included.
Commercial use: ✓ Yes
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