Jelly in the sky
Patch notes · News · Live player count
About
Experimental approach to 2d artillery genre: everything is realistically destructible, because the game world is a physics simulation. There are no sprites in the game. All you see is made of dynamically simulated matter, and thus can be destroyed. This innovative approach opens the new layer of physics based gameplay features.
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Detailed
This is an innovative, physically realistic 2d artillery game. The whole game world - is a physics simulation! But on a deeper level than you ever seen in games. There's no sprites, no constantly shaped physical blocks. Everything is made of dynamically and realistically permutating matter. Tens of thousands of tiny interacting particles form this dynamic matter, which is being simulated in real time. Everything in the game is made of this matter, no excuses: ground, player characters, enemies, projectiles, bonuses. And everything can be blown up in a realistic way. The calculations required to run this simulation in real time are enormous, but luckily we have supercomputers inside our computers. Modern videocards provide enough computational power to run this kind of simulation in a real time. Computational performance of GPU is usually 50-100 times higher than a CPU can provide. And this whole power is used to calculate the physics of the game world. So, the game literally runs on GPU instead of CPU. On the big picture it is an alternative branch of games' evolution. The games used to evolve towards better graphics. My game has rather simple graphics, but is pretty advanced on physics level. From the different point of view, modern technologies like VR or AR bring virtuality to reality. While physics simulations bring reality to virtuality. This approach is innovative technically, but also opens new physics related gameplay mechanics. Some are already implemented. But collective imagination is wider than individual one. So, I invite the players to play and share their ideas and thoughts. Together we can make the gameplay unique and exclusive.
Patch Notes & Announcements(12)
MINORGame speed fix
The game used to run too fast on powerful video cards. But it's fixed now. The game runs with a nice speed and totally playable even on the fastest video cards since now on.
MINORNew patch
Five hot seat maps have been added Some little bugs have been fixed
MINORNew patch: gamepad and mouse controls
Mouse now can be used to control the gun. You can turn mouse control on in the options. Gamepad can be used to control everything, instead of keyboard.
MINORNew patch: gamepad and mouse controls
Mouse now can be used to control the gun. You can turn mouse control on in the options. Gamepad can be used to control everything, instead of keyboard.
MINORNew patch has been released
Changes: - New singleplayer campaign levels have been added, so now it contains 21 levels in total - All of the reported bugs have been fixed
MINORNew patch has been released
Changes: - New singleplayer campaign levels have been added, so now it contains 21 levels in total - All of the reported bugs have been fixed
MINORSingleplayer campaign is alive
Today's patch has provided the following updates: - 12 levels of the singlaplayer campaign are available - Options choices are being saved between the sessions - Start/win money can be adjusted before
MINORSingleplayer campaign is alive
Today's patch has provided the following updates: - 12 levels of the singlaplayer campaign are available - Options choices are being saved between the sessions - Start/win money can be adjusted before
MINORControls can now be configured
The new patch fixes some minor bugs, but also there's now controls configuration option under "options". Does anyone have any feedback about the weapons? The prices, damage, how they affect the ground
MINORControls can now be configured
The new patch fixes some minor bugs, but also there's now controls configuration option under "options". Does anyone have any feedback about the weapons? The prices, damage, how they affect the ground
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