A cutting-edge physics engine delivering 100% accurate mesh slicing and voxel destruction. Implement MGR-style Blade Mode, realistic lightsaber carving, and precise damage calculation into any game. Built from scratch in C++ and optimized to run on mobile devices. Early Access available now.

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Coming Soon To Early Access

The developers of this game intend to release as a work in progress, developing with the feedback of players.

Note: Games in Early Access are not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“As a solo developer building cutting-edge physics technology from scratch in C++, Early Access allows me to share Slice Art Engine's capabilities with the community while gathering crucial feedback on performance across different hardware configurations. These interactive tech demos showcase real-time mesh slicing, damage calculation, and voxel destruction systems—and community input helps me identify optimization opportunities, prioritize features, and refine the engine based on what developers and enthusiasts actually need.”

Approximately how long will this game be in Early Access?

“We estimate Slice Art Engine will remain in Early Access for approximately 18-24 months as we develop and refine the core feature set. However, as a continuously evolving technology platform, development will likely continue beyond the initial "1.0" release as we add new capabilities, optimizations, and demonstrations based on community feedback and technological opportunities. The timeline may adjust based on development progress and what the community finds most valuable.”

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

“We're taking an exploratory approach to development—building, learning, and expanding based on what resonates with the community and what becomes technologically possible. Planned additions include:

Pistol/firearm implementation with ballistic precision
Rigged character animation support for dynamic interactions
Enhanced ray tracing technology that could revolutionize real-time rendering
New demo environments and destruction scenarios
Advanced developer tools and integration systems
Potential multiplayer demonstrations of synchronized physics

But the most exciting possibilities are the ones we haven't discovered yet. As the community experiments with the engine, new use cases will emerge. As technology advances, new optimization techniques will become available. We plan to pursue the most promising directions aggressively, letting Slice Art Engine evolve into whatever it's meant to become—whether that's the go-to physics solution for VR combat games, a revolutionary voxel destruction platform, or something entirely unexpected that emerges from the community's creativity.”

What is the current state of the Early Access version?

“The Early Access version is a fully functional set of interactive tech demos showcasing Slice Art Engine's core capabilities:

Free Version includes:

SAE Fundamentals with real-time Blade Strike Trace visualization showing measured metrics on mesh-sword intersection

Damage Numbers system with real-time collision-based calculation and Anti-Wrist-Flick-Spam detection

Blade Mode featuring 5 precise slices for mesh dismemberment

Voxel Model demo with non-linear mesh-sword collision, dismemberment, sparks, and regeneration

Subscription Version adds:

Piercing Calculator and Critical Hit Spot Calculator for location-based damage

Faster voxel regeneration for stronger enemy potential

Both versions include Mixamo Mannequin and Voxelized Mannequin models for experimentation. All non-voxel core physics systems are complete and optimized—users can immediately explore precise mesh slicing, real-time damage calculation, and advanced voxel destruction on PC hardware.”

Will the game be priced differently during and after Early Access?

“We plan to gradually raise the price as we add new tech demos, features, and content. Early adopters will benefit from the lower Early Access pricing. The free version will remain free, ensuring everyone can experience the fundamental technology. The subscription tier pricing may also adjust based on the additional developer tools and features we add during Early Access.”

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


Community involvement is essential to refining Slice Art Engine:

Feature Requests: Our Discord will be the primary place for discussing which tech demos, features, and use cases to prioritize

Bug Reports & Technical Feedback: Direct feedback on collision accuracy, visual artifacts, or performance issues helps improve the core engine

Developer Discussions: For those interested in licensing or integration, community feedback guides documentation priorities and API design

Content Showcases: Users sharing creative experiments with the engine helps demonstrate real-world applications

I'll maintain active presence on Discord, respond to feedback, and share development updates regularly. As a solo developer, direct communication with users is invaluable for making smart decisions about where to focus development effort.”
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This game is not yet available on Steam

Planned Release Date: To be announced

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About This Game

Slice Art Engine is a revolutionary physics system that brings unprecedented precision to melee combat and destruction mechanics in games.

What Makes It Different?

Traditional slicing systems are fake—they swap models or use pre-defined cut patterns. Slice Art Engine uses plane-complex-mesh intersection technology to calculate every cut with 100% mathematical accuracy. Every triangle that touches your blade is tracked. Every impact is calculated precisely. No smoke and mirrors.

Core Features

Smart Damage Calculator Your sword doesn't just "do damage"—it calculates exact damage based on which triangles your blade actually collided with. The system generates a precise line representing your sword's path through the mesh and uses it as the foundation for damage calculation. This enables truly skill-based combat where your technique matters.

Advanced Voxel Destruction Experience ultra-high-definition voxel physics that is so efficient it even runs on the Meta Quest 2 in real-time. Carve with lightsabers. Melt through opponents with non-linear precision. Create realistic burn patterns and destruction that responds to your exact movements.

  • Quest 2: Up to 500K voxels (collision only) or 30K voxels (with sparks, dismemberment physics)

  • Quest 3: Up to 1M voxels (collision only) or 200K voxels (with full effects)

Blade Strike Trace Visualization See exactly where your strikes land in real-time. Watch as the engine highlights every triangle your sword path intersects and displays the precise collision line. Perfect for developers fine-tuning combat feel or players mastering their technique.

Anti-Exploit Systems Built-in Anti-Wrist Flick Spam ensures players can't cheese the system with rapid flailing. Combat requires actual skill and technique.

Superior Piercing & Critical Hit Systems Precise collision detection enables location-based damage, weak points, and critical hit mechanics that actually make physical sense.

Current Early Access Content

Foundations Demo (Free) First-person slasher environment where you can experiment with the core Blade Strike Trace technology. Slash mannequin opponents and watch the real-time visualization of your sword's path and collision triangles.

Early Access Tech Demos (Paid) Advanced features including:

  • Damage number visualization

  • Particle sparks on impact

  • Faster voxel destruction and voxel regen showcases

  • Lightsaber melting and carving demonstrations

Built by a Solo Developer

Every line of code written from scratch in C++ and optimized to run on mobile hardware. This isn't middleware duct-taped together—it's a purpose-built engine designed for performance and precision.

In Development

  • Pistol/firearm implementation with ballistic precision

  • Rigged character animation support

  • Superior single-bounce ray tracing system

The Vision

Slice Art Engine isn't just a tech demo—it's a licensing opportunity for game developers who want to add best-in-class slicing, damage calculation, and destruction physics to their projects. Whether you're making a VR sword fighter, a lightsaber game, or the next Metal Gear Rising, this engine can handle it.

Join the early access program and help shape the future of physics-based combat mechanics.

System Requirements

    Minimum:
    • Additional Notes: PCs with Integrated Graphic Cards and dedicated GPUs may result in forced use of Integrated Graphics Card.
    Recommended:
    • Additional Notes: PCs with Integrated Graphic Cards and dedicated GPUs may result in forced use of Integrated Graphics Card.
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