GPU particle war sim. Console tunes physics to aggregate particles into solids, then split. 16 types, force matrix, 4 factions, mutations, 3 modes (Tutorial, War, Pure). Goal: make particles split like cells.

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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?

“Particle War is a GPU-accelerated, large-scale particle physics simulation strategy game. We have chosen the Early Access model for the following reasons:
Technical Validation: The game's core relies on Compute Shaders for GPU physics calculations. Performance and compatibility vary significantly across different graphics card models (particularly between RTX series and older GPUs). Through Early Access, we can test and optimize performance across a wider range of real hardware environments to ensure stability for the full release.
Gameplay Balance: The game features multiple particle types (core, bullet, defensive, etc.) and a complex interaction force matrix system. Balancing these parameters requires extensive real-world player combat data to validate and adjust; internal testing alone is insufficient to achieve optimal balance.
Community Co-Creation: The core joy of the game lies in "how to make particles split like cells"—achieving morphological evolution from aggregation to division through console tuning. We look forward to players creating unforeseen particle aggregation forms and tactical strategies, which will directly inform the design of new particle types and mutation rules.”

Approximately how long will this game be in Early Access?

“We plan to remain in Early Access for 6 to 12 months. The exact duration depends on the following factors:
The scale and complexity of community feedback
The development progress of new game modes
We will regularly update the community on our progress through update logs, and provide a more accurate release date announcement 3 months before the full version”

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

“Current Early Access Version Includes:
Complete GPU particle physics simulation system (based on Unity 6 Compute Shader)
3 playable modes: Tutorial Mode, Territory War (fixed 16:9 aspect ratio), and Pure Mode (free sandbox)
Complete console system: tuning of 16 particle type attributes, interaction force matrix configuration, 4-faction team setup, and environmental mutation rule editing
Core gameplay loop: particle aggregation (forming shields/cores) → trigger splitting (launching offensive sub-particles) → devouring enemies to achieve faction conversion
Basic victory detection and time limit mechanics
Planned Additions for Full Version:
Content expansion: 2-3 new special particle types (such as chain reaction type, division proliferation type), expanded mutation rule preset library
Steam Workshop support: players can upload/download JSON configuration files (containing particle parameters, force matrix, mutation rules) to share unique physics setups
Campaign mode: progressive challenge levels with a save system, teaching advanced tuning techniques
Performance optimization: increasing the maximum on-screen particle count, ensuring smooth performance on mid-to-low-end graphics cards”

What is the current state of the Early Access version?

“Implemented Systems:
Physics Engine: Deeply optimized based on Sebastian Lague's SPH algorithm, supporting real-time GPU-accelerated computation
Console System: Complete particle parameter customization (core attraction supports up to 20000 Newtons, smoothing radius, pressure constants, viscosity, HP, fire types, and 16 other dimensional attributes), all adjustable in real-time without restart to observe battlefield morphological changes
Splitting Mechanism: Complete gameplay loop featuring particle aggregation (forming liquid shields/solid cores) and splitting (launching bullet particles/replication protocols)
Mode System: Three playable modes—Tutorial Mode (guiding tuning basics), Territory War (4-faction fixed-boundary combat), and Pure Mode (unbounded free experimentation)
Data System: Complete JSON-based save system (supports version compatibility; old saves automatically adapt default values when new fields are added in updates)
Current Limitations:
Currently approximately 6-8 particle type configurations are available (will be expanded to 16 fully functional types)
Mutation rules require manual JSON editing (visual editor planned for future)
Steam Workshop functionality not yet integrated (configuration sharing currently possible through manual JSON file exchange)
Known Issues:
Possible stuttering on Intel integrated graphics or low-end GPUs (built-in stutter protection mechanism automatically resets)
Frame rate drops may occur at extremely high particle densities (exceeding recommended values)”

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

“Yes, the price will differ. During Early Access, the game is offered at a discounted price to thank supporters for their participation and feedback. As we continue expanding content (new game modes, particle types, Workshop integration, etc.), we plan to increase the price for the full release to reflect the added value. Early supporters will lock in the current discounted price for the complete game and all future updates.”

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

“We have established a JSON-based open configuration system to encourage community participation:
Configuration File Sharing: The game uses plain text JSON to store all particle parameters (type attributes, force matrix, mutation rules, team configuration). Players can directly export/import these files to share "god-tier configurations" that achieve perfect cell-like particle splitting on community forums or Discord.
Feedback Channels:
Submit JSON configuration files and effect screenshots on the Steam Community forums
We collect screenshots of "the most interesting particle aggregation forms"; excellent discoveries will be included as official presets
Report GPU compatibility issues and performance bottlenecks (please provide graphics card model and frame rate data)”
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About This Game

A GPU-accelerated particle physics war simulator. Through the precision control panel, tune physical parameters to guide discrete particles to overcome thermal motion, coalescing into "physical entities" like liquid shields or solid cores, then trigger splitting to eject offensive sub-particles—experience the complete journey from condensation to warfare through real-time SPH fluid simulation.

Control Panel Operations: 16 particle type attributes (core attraction, pressure constants, viscosity, fire intervals, HP, fire types, etc.), inter-particle interaction force matrix (attraction/repulsion/stickiness), 4-faction team configuration and environmental mutation rules (set trigger conditions for real-time particle evolution), core attraction range, physical gravity and collision parameters. Currently includes Tutorial Mode, Territory War, and Pure Mode—3 modes total, with more modes planned for the future.

Through the particle console, achieve particle aggregation and various interesting effects, expanding territory through strategy. The ultimate goal of the game: how to make particles split like cells.

AI Generated Content Disclosure

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

This game expands upon an open-source fluid physics framework, implementing real-time multi-particle physics simulation and strategic gameplay. Generative AI tools were used during development to assist with UI interface coding.

Important Note: The game does NOT contain any AI-generated content during runtime. All particle physics are procedurally simulated using SPH (Smoothed Particle Hydrodynamics) methods, with core physics calculations derived from open-source implementations.

System Requirements

    Minimum:
    • OS: Windows 10 64-bit
    • Processor: Intel Core i3-2100 / AMD FX-4300
    • Memory: 4 GB RAM
    • Graphics: NVIDIA GTX 650 / AMD HD 7750
    • DirectX: Version 11
    • Storage: 500 MB MB available space
    Recommended:
    • OS: Windows 10/11 64-bit
    • Processor: Intel Core i5-6400 / AMD Ryzen 3 1200
    • Memory: 8 GB RAM
    • Graphics: NVIDIA GTX 1060 / AMD RX 580
    • DirectX: Version 11
    • Storage: 1 GB available space
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